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AINAR game intervention associated with greater needle fear reduction in blood donorsAI game helps reduce needle fear for blood donors

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Key Takeaway
Note that AINAR reduced reported needle fear, but did not significantly reduce immediate VVR incidence in donors.

This randomized controlled trial enrolled 3000 whole blood donors at a single center to evaluate the impact of AINAR, an artificial intelligence-based game intervention, on needle fear and immediate vasovagal response (VVR). The primary outcome was the incidence of immediate VVR.

In the AINAR group, the incidence of VVR was 1.13% compared to 1.8% in the control group. The relative risk of VVR in the AINAR group versus control was 0.63, but this result was not statistically significant. However, needle fear significantly decreased after donation in both groups, with a greater reduction observed in the AINAR group.

Secondary analyses showed that moderate-to-severe pre-donation needle fear was strongly associated with VVR (5.6% vs 1.3%, P<0.001). Persistent post-donation fear was also strongly associated with VVR (aOR 9.19; 95% CI 3.19-26.48), and prior VVR was independently associated with current VVR (aOR 4.65; 95% CI 1.15-18.82).

Safety data were not reported. The study is limited by its single-center design and the fact that the reduction in immediate VVR did not reach statistical significance. While AINAR showed promise in reducing donor-reported fear, the results are exploratory and require further investigation before clinical implementation.

For many people, the mere thought of a needle causes intense anxiety. This fear can lead to fainting or dizziness during blood donation, making it hard for some to give blood regularly. Researchers recently tested a new tool called AINAR, an artificial intelligence-based game designed to calm donors before they receive a needle.

In a study of 3,000 blood donors, those who played the AINAR game reported a greater reduction in their fear of needles compared to a control group. While the game helped people feel calmer, the study found that the reduction in immediate fainting did not reach statistical significance. This means the results are still early and need more study to be certain of the impact.

Researchers also found that people who started with moderate to severe fear were much more likely to faint. Because this was a single-center study, the results are currently exploratory. While the game shows promise for managing anxiety, more research is needed to see how it specifically helps high-risk donors.

What this means for you:
An AI-based game helps reduce needle fear in donors, but more research is needed to confirm its impact on fainting.

Common questions

Does the AI game help with fainting?

The study found that while the AI game helped donors feel less afraid of needles, the reduction in immediate fainting did not reach statistical significance. This means the results are still exploratory and need more research to confirm if the game directly prevents fainting.

Who is this game intended for?

The study involved 3,000 blood donors. It specifically looked at how the game could help those who experience needle fear, especially those with moderate to severe fear who are at a higher risk of fainting during the donation process.

Is the study's evidence certain?

Because this was a single-center study, the findings are considered exploratory. More research is needed to confirm how the AI game works for high-risk donors before it can be considered a definitive treatment for needle anxiety.

Study Details

Study typeRct
EvidenceLevel 2
PublishedNov 2026
View Original Abstract ↓
BACKGROUND: Needle fear and anxiety are important contributors to vasovagal reactions (VVR) and poor retention among blood donors. This study evaluated the usefulness of Artificial Intelligence for Needle Anxiety Reduction (AINAR), an artificial intelligence-based game intervention, in reducing needle fear and VVR during blood donation. METHODOLOGY: Single-centre, parallel-group randomized controlled trial conducted at AIIMS, New Delhi (2025). Total of 3000 eligible whole blood donors were randomized equally into control and AINAR groups. Donors in the intervention arm played the AINAR game during needle insertion and removal. The primary outcome was immediate VVR incidence. Secondary outcomes included needle fear, anxiety scores, and AINAR colour feedback responses. Fear and anxiety were assessed using a 5-point Likert scale before and after donation. RESULTS: The overall incidence of VVR was 1.47%. VVR occurred in 1.8% of donors in the control group and 1.13% in the AINAR group, corresponding to a relative risk of 0.63, representing a reduction that did not reach statistically significance. Needle fear significantly decreased after donation in both groups, with a greater reduction in the AINAR group. Moderate-to-severe pre-donation needle fear was strongly associated with VVR (5.6 vs. 1.3%, P<0.001). Persistent post-donation fear was strongly associated with VVR (aOR 9.19, 95% CI 3.19-26.48), while prior VVR also remained independently associated with VVR (aOR 4.65, 95% CI 1.15-18.82). Exploratory subgroup analyses suggested lower VVR incidence with AINAR among some higher-risk donor groups. AINAR colour changes correlated with donor-reported fear and anxiety. CONCLUSION: AINAR was associated with a greater reduction in donor-reported needle fear, whereas the reduction in immediate VVR did not reach statistical significance. Exploratory findings among high-risk donors warrant further investigation. Larger multicentre studies are required to determine whether AI-assisted behavioural interventions can reduce VVR and improve donation experience.
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