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外科新手应该把牵开器换成操纵杆吗?电子游戏经验可减少获得外科技能所需的时间。

Should surgical novices trade their retractors for joysticks? Videogame experience decreases the time needed to acquire surgical skills.

作者信息

Shane Matthew D, Pettitt Barbara J, Morgenthal Craig B, Smith C Daniel

机构信息

Emory Simulation, Training And Robotics (E*STAR), Emory University School of Medicine, Atlanta, GA, USA.

出版信息

Surg Endosc. 2008 May;22(5):1294-7. doi: 10.1007/s00464-007-9614-0. Epub 2007 Oct 31.

DOI:10.1007/s00464-007-9614-0
PMID:17972136
Abstract

BACKGROUND

Video game experience (VGE) has been identified as a possible predictive factor for surgical skill. We hypothesized that surgical novices with previous VGE would acquire new surgical skills faster than those without.

METHODS

Fourth-year medical students (M4) and first-year surgical residents (PG-1) completed a survey asking about standard demographic data and previous VGE. Gamers had high VGE, defined as more than 3 h per week of videogame playing. Nongamers had little or no VGE. Both groups trained to proficiency on two tasks (AcquirePlace and Traversal) of the MIST-VR simulator, with proficiency defined as meeting previously validated criteria on two consecutive trials. The number of trials required to achieve proficiency for each task was recorded.

RESULTS

The 26 participants included 11 M4s and 15 PG-1s: 17 males (8 gamers/9 nongamers) and 9 females (3 gamers/6 nongamers), mean age 27.8 years. There were no differences in time to proficiency between the M4 and PG-1 residents, and there were no significant differences in the relative number of gamers per gender. All participants eventually met proficiency criteria. The 11 gamers reached proficiency more quickly than the 15 nongamers (median 0 trials versus 6 trials, p = 0.01). Gamers scored lower than nongamers on their initial attempts. Women overall took longer to reach proficiency than did men (median 10 trials versus 0 trials, p = 0.002). When stratified according to VGE, female nongamers took longer to reach proficiency than male nongamers (median 11 trials versus 1 trial, p = 0.006) but among gamers, there was no difference between females and males (median 0 trials versus 0.5 trials, NS).

CONCLUSION

Previous VGE shortens time to achieve proficiency on two tasks on a validated surgical simulator. The possibility that VGE may ameliorate gender differences in length of time required to acquire surgical skills should be explored further.

摘要

背景

电子游戏体验(VGE)已被确定为手术技能的一个可能预测因素。我们假设,有过VGE的外科新手比没有的人能更快掌握新的手术技能。

方法

四年级医学生(M4)和一年级外科住院医师(PG-1)完成了一项调查,询问标准人口统计学数据和既往VGE情况。游戏玩家有较高的VGE,定义为每周玩电子游戏超过3小时。非游戏玩家几乎没有或没有VGE。两组都在MIST-VR模拟器的两项任务(获取放置和穿越)上训练至熟练,熟练定义为在连续两次试验中达到先前验证的标准。记录完成每项任务达到熟练所需的试验次数。

结果

26名参与者包括11名M4和15名PG-1:17名男性(8名游戏玩家/9名非游戏玩家)和9名女性(3名游戏玩家/6名非游戏玩家),平均年龄27.8岁。M4和PG-1住院医师达到熟练的时间没有差异,各性别中游戏玩家的相对数量也没有显著差异。所有参与者最终都达到了熟练标准。11名游戏玩家比15名非游戏玩家更快达到熟练(中位数0次试验对6次试验,p = 0.01)。游戏玩家在最初尝试时得分低于非游戏玩家。总体而言,女性达到熟练所需的时间比男性长(中位数10次试验对0次试验,p = 0.002)。按VGE分层时,女性非游戏玩家达到熟练所需的时间比男性非游戏玩家长(中位数11次试验对1次试验,p = 0.006),但在游戏玩家中,女性和男性之间没有差异(中位数0次试验对0.5次试验,无显著性差异)。

结论

既往VGE可缩短在经过验证的手术模拟器上完成两项任务达到熟练的时间。应进一步探讨VGE是否可能改善获取手术技能所需时间上的性别差异。

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