de Araujo Thiago Bozzi, Silveira Filipe Rodrigues, Souza Dante Lucas Santos, Strey Yuri Thomé Machado, Flores Cecilia Dias, Webster Ronaldo Scholze
School of Medicine, Federal University of Health Sciences of Porto Alegre, Porto Alegre, Brazil.
School of Medicine, Federal University of Health Sciences of Porto Alegre, Porto Alegre, Brazil.
J Surg Res. 2016 Mar;201(1):235-43. doi: 10.1016/j.jss.2015.07.035. Epub 2015 Jul 30.
The playing of video games (VGs) was previously shown to improve surgical skills. This is the first randomized, controlled study to assess the impact of VG genre on the development of basic surgical skills.
Twenty first-year, surgically inexperienced medical students attended a practical course on surgical knots, suturing, and skin-flap technique. Later, they were randomized into four groups: control and/or nongaming (ContG), first-person-shooter game (ShotG), racing game (RaceG), and surgery game (SurgG). All participants had 3 wk of Nintendo Wii training. Surgical and VG performances were assessed by two independent, blinded surgeons who evaluated basal performance (time 0) and performance after 1 wk (time 1) and 3 wk (time 2) of training.
The training time of RaceG was longer than that of ShotG and SurgG (P = 0.045). Compared to SurgG and RaceG, VG scores for ShotG improved less between times 0 and 1 (P = 0.010) but more between times 1 and 2 (P = 0.004). Improvement in mean surgical performance scores versus time differed in each VG group (P = 0.011). At time 2, surgical performance scores were significantly higher in ShotG (P = 0.002) and SurgG (P = 0.022) than in ContG. The surgical performance scores of RaceG were not significantly different from the score achieved by ContG (P = 0.279).
Different VG genres may differentially impact the development of surgical skills by medical students. More complex games seem to improve performance even if played less. Although further studies are needed, surgery-related VGs with sufficient complexity and playability could be a feasible adjuvant to improving surgical skills.
先前研究表明玩电子游戏(VG)可提高手术技能。这是第一项评估VG类型对基本手术技能发展影响的随机对照研究。
20名一年级且无手术经验的医学生参加了关于手术打结、缝合和皮瓣技术的实践课程。之后,他们被随机分为四组:对照组和/或非游戏组(ContG)、第一人称射击游戏组(ShotG)、赛车游戏组(RaceG)和手术游戏组(SurgG)。所有参与者均接受了3周的任天堂Wii训练。由两名独立、不知情的外科医生评估手术和VG表现,他们评估了基础表现(时间0)以及训练1周(时间1)和3周(时间2)后的表现。
RaceG的训练时间比ShotG和SurgG长(P = 0.045)。与SurgG和RaceG相比,ShotG的VG分数在时间0到1之间提高较少(P = 0.010),但在时间1到2之间提高较多(P = 0.004)。每个VG组的平均手术表现分数随时间的改善情况不同(P = 0.011)。在时间2时,ShotG(P = 0.002)和SurgG(P = 0.022)的手术表现分数显著高于ContG。RaceG的手术表现分数与ContG的分数无显著差异(P = 0.279)。
不同的VG类型可能对医学生手术技能的发展产生不同影响。更复杂的游戏似乎即使玩的时间较少也能提高表现。尽管需要进一步研究,但具有足够复杂性和可玩性的手术相关VG可能是提高手术技能的可行辅助手段。