Literature DB >> 18242526

The potential for gaming techniques in radiology education and practice.

Bruce Reiner1, Eliot Siegel.   

Abstract

Traditional means of communication, education and training, and research have been dramatically transformed with the advent of computerized medicine, and no other medical specialty has been more greatly affected than radiology. Of the myriad of newer computer applications currently available, computer gaming stands out for its unique potential to enhance end-user performance and job satisfaction. Research in other disciplines has demonstrated computer gaming to offer the potential for enhanced decision making, resource management, visual acuity, memory, and motor skills. Within medical imaging, video gaming provides a novel means to enhance radiologist and technologist performance and visual perception by increasing attentional capacity, visual field of view, and visual-motor coordination. These enhancements take on heightened importance with the increasing size and complexity of three-dimensional imaging datasets. Although these operational gains are important in themselves, psychologic gains intrinsic to video gaming offer the potential to reduce stress and improve job satisfaction by creating a fun and engaging means of spirited competition. By creating customized gaming programs and rewards systems, video game applications can be customized to the skill levels and preferences of individual users, thereby creating a comprehensive means to improve individual and collective job performance.

Entities:  

Mesh:

Year:  2008        PMID: 18242526     DOI: 10.1016/j.jacr.2007.09.002

Source DB:  PubMed          Journal:  J Am Coll Radiol        ISSN: 1546-1440            Impact factor:   5.532


  7 in total

Review 1.  Innovation strategies for combating occupational stress and fatigue in medical imaging.

Authors:  Bruce I Reiner; Elizabeth Krupinski
Journal:  J Digit Imaging       Date:  2012-08       Impact factor: 4.056

2.  Application of innovation economics to medical imaging and information systems technologies.

Authors:  Bruce I Reiner; Matthew McKinley
Journal:  J Digit Imaging       Date:  2012-06       Impact factor: 4.056

3.  Human-computer interaction in radiotherapy target volume delineation: a prospective, multi-institutional comparison of user input devices.

Authors: 
Journal:  J Digit Imaging       Date:  2011-10       Impact factor: 4.056

Review 4.  Radiology, Mobile Devices, and Internet of Things (IoT).

Authors:  Supriya Gupta; Elizabeth M Johnson; Justin G Peacock; Liwei Jiang; Morgan P McBee; Michael B Sneider; Elizabeth A Krupinski
Journal:  J Digit Imaging       Date:  2020-06       Impact factor: 4.056

5.  Are you ready to play Pathology Pyramid? An exploration of an alternative method of learning through gaming in pathology resident education.

Authors:  Christopher C Attaway; Malary M Mani; Danielle Fortuna
Journal:  Acad Pathol       Date:  2022-04-18

6.  Joystick-controlled video console game practice for developing power wheelchairs users' indoor driving skills.

Authors:  Wei Pin Huang; Chia Cheng Wang; Jo Hua Hung; Kai Chun Chien; Wen-Yu Liu; Chih-Hsiu Cheng; How-Hing Ng; Yang-Hua Lin
Journal:  J Phys Ther Sci       Date:  2015-02-17

7.  Do Video Games Predict an Early Advanced Capacity to Learn Interventional Radiology Skills?

Authors:  Caleb Busch; Austin Fehr; Aaron Rohr; Brandon Custe; Zachary Collins
Journal:  J Med Educ Curric Dev       Date:  2021-02-04
  7 in total

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