Busch Caleb, Fehr Austin, Rohr Aaron, Custe Brandon, Collins Zachary
Interventional Radiology Department, Emory University School of Medicine, Atlanta, Georgia, USA.
Interventional Radiology Department, University of Kansas School of Medicine, Kansas City, KS, USA.
J Med Educ Curric Dev. 2021 Feb 4;8:2382120521992334. doi: 10.1177/2382120521992334. eCollection 2021 Jan-Dec.
To elucidate the relationship between video game (VG) play and interventional radiology (IR) technical skills in medical students.
Twenty medical students recruited at our institution's IR symposium completed a survey to ascertain demographics and prior VG experience, then participated in a 3-part trial of skills assessing IR and VG skill and visuospatial aptitude (VSA). IR skill was evaluated via an endovascular simulation task, VG skill by performance on three separate VGs, and VSA using the Cube Comparison test. Regression analysis was tested the strength of relationship between IR skill and VG experience, VG skill, and VSA, respectively, and participants were stratified by IR skill to top and bottom halves for survey-response comparison.
There was no correlation between either VG skill or visuospatial aptitude and IR skill (r = -0.22, p = 0.35; and r = 0.14, p = 0.57). Greater number of years playing VGs correlated with superior IR skill (Spearman's rho=-0.45, p<0.05). Students who selected IR as their specialty of interest had extensive VG experience, playing for > 15 years (n = 4, 80%), at least 10 hours per week at their peak (n = 3, 60%), and reported being either "skilled" or "highly skilled" at VGs (n = 3, 60%).
In our study, though limited by power, number of years playing VGs correlated positively with IR skills in medical students. Prior VG experience may predict an early advanced capacity to learn IR skills and an interest in the specialty.
阐明医学生玩电子游戏(VG)与介入放射学(IR)技术技能之间的关系。
在我们机构的介入放射学研讨会上招募的20名医学生完成了一项调查,以确定人口统计学特征和先前的电子游戏经验,然后参加了一项由三部分组成的技能测试,评估介入放射学技能、电子游戏技能和视觉空间能力(VSA)。通过血管内模拟任务评估介入放射学技能,通过在三个不同的电子游戏中的表现评估电子游戏技能,使用立方体比较测试评估视觉空间能力。回归分析分别测试了介入放射学技能与电子游戏经验、电子游戏技能和视觉空间能力之间关系的强度,并根据介入放射学技能将参与者分为上半部分和下半部分进行调查回复比较。
电子游戏技能或视觉空间能力与介入放射学技能之间均无相关性(r = -0.22,p = 0.35;r = 0.14,p = 0.57)。玩电子游戏的年限越长,介入放射学技能越高(斯皮尔曼等级相关系数=-0.45,p<0.05)。选择介入放射学作为感兴趣专业的学生有丰富的电子游戏经验,玩游戏超过15年(n = 4,80%),在高峰期每周至少玩10小时(n = 3,60%),并报告在电子游戏方面为“熟练”或“非常熟练”(n = 3,60%)。
在我们的研究中,尽管受样本量限制,但玩电子游戏的年限与医学生的介入放射学技能呈正相关。先前的电子游戏经验可能预示着早期学习介入放射学技能的高级能力以及对该专业的兴趣。