Literature DB >> 15865530

Can video games be used to predict or improve laparoscopic skills?

Bradley H Rosenberg1, Douglas Landsittel, Timothy D Averch.   

Abstract

BACKGROUND AND
PURPOSE: Performance of laparoscopic surgery requires adequate hand-eye coordination. Video games are an effective way to judge one's hand-eye coordination, and practicing these games may improve one's skills. Our goal was to see if there is a correlation between skill in video games and skill in laparoscopy. Also, we hoped to demonstrate that practicing video games can improve one's laparoscopic skills. SUBJECTS AND METHODS: Eleven medical students (nine male, two female) volunteered to participate. On day 1, each student played three commercially available video games (Top Spin, XSN Sports; Project Gotham Racing 2, Bizarre Creations; and Amped 2, XSN Sports) for 30 minutes on an X-box (Microsoft, Seattle, WA) and was judged both objectively and subjectively. Next, the students performed four laparoscopic tasks (object transfer, tracing a figure-of-eight, suture placement, and knot-tying) in a swine model and were assessed for time to complete the task, number of errors committed, and hand-eye coordination. The students were then randomized to control (group A) or "training" (i.e., video game practicing; group B) arms. Two weeks later, all students repeated the laparoscopic skills laboratory and were reassessed.
RESULTS: Spearman correlation coefficients demonstrated a significant relation between many of the parameters, particularly time to complete each task and hand-eye coordination at the different games. There was a weaker association between video game performance and both laparoscopic errors committed and hand-eye coordination. Group B subjects did not improve significantly over those in group A in any measure (P >0.05 for all).
CONCLUSION: Video game aptitude appears to predict the level of laparoscopic skill in the novice surgeon. In this study, practicing video games did not improve one's laparoscopic skill significantly, but a larger study with more practice time could prove games to be helpful.

Entities:  

Mesh:

Year:  2005        PMID: 15865530     DOI: 10.1089/end.2005.19.372

Source DB:  PubMed          Journal:  J Endourol        ISSN: 0892-7790            Impact factor:   2.942


  30 in total

1.  Enhancing visuospatial performance through video game training to increase learning in visuospatial science domains.

Authors:  Christopher A Sanchez
Journal:  Psychon Bull Rev       Date:  2012-02

Review 2.  Review of available methods of simulation training to facilitate surgical education.

Authors:  Badma Bashankaev; Sergey Baido; Steven D Wexner
Journal:  Surg Endosc       Date:  2010-06-15       Impact factor: 4.584

Review 3.  Learning curve in human laparoscopic surgery.

Authors:  Udaya Kumar; Inderbir S Gill
Journal:  Curr Urol Rep       Date:  2006-03       Impact factor: 3.092

4.  Nonsurgical skills do not predict baseline scores in inanimate box or virtual-reality trainers.

Authors:  Atul K Madan; Jason L Harper; Constantine T Frantzides; David S Tichansky
Journal:  Surg Endosc       Date:  2007-12-11       Impact factor: 4.584

5.  Improved nondominant hand performance on a laparoscopic virtual reality simulator after playing the Nintendo Wii.

Authors:  Kellie K Middleton; Travis Hamilton; Pei-Chien Tsai; Dana B Middleton; John L Falcone; Giselle Hamad
Journal:  Surg Endosc       Date:  2013-06-13       Impact factor: 4.584

6.  Nintendo Wii video-gaming ability predicts laparoscopic skill.

Authors:  Shiraz Badurdeen; Omar Abdul-Samad; Giles Story; Clare Wilson; Sue Down; Adrian Harris
Journal:  Surg Endosc       Date:  2010-01-28       Impact factor: 4.584

7.  Systematic video game training in surgical novices improves performance in virtual reality endoscopic surgical simulators: a prospective randomized study.

Authors:  Marcus Kolga Schlickum; Leif Hedman; Lars Enochsson; Ann Kjellin; Li Felländer-Tsai
Journal:  World J Surg       Date:  2009-11       Impact factor: 3.352

8.  Virtual reality laparoscopy: which potential trainee starts with a higher proficiency level?

Authors:  M Paschold; M Schröder; D W Kauff; T Gorbauch; M Herzer; H Lang; W Kneist
Journal:  Int J Comput Assist Radiol Surg       Date:  2011-01-19       Impact factor: 2.924

9.  Prior video game utilization is associated with improved performance on a robotic skills simulator.

Authors:  Andrew C Harbin; Kumar S Nadhan; James H Mooney; Daohai Yu; Joshua Kaplan; Nora McGinley-Hence; Andrew Kim; Yiming Gu; Daniel D Eun
Journal:  J Robot Surg       Date:  2016-11-16

10.  Video game players show more precise multisensory temporal processing abilities.

Authors:  Sarah E Donohue; Marty G Woldorff; Stephen R Mitroff
Journal:  Atten Percept Psychophys       Date:  2010-05       Impact factor: 2.199

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