Mallow Christopher, Shafiq Majid, Thiboutot Jeffrey, Yu Diana H, Batra Hitesh, Lunz Daniel, Feller-Kopman David J, Yarmus Lonny B, Lee Hans J
Division of Pulmonary and Critical Care Medicine, Johns Hopkins University School of Medicine, Baltimore, Maryland.
ATS Sch. 2020 Apr 13;1(2):134-144. doi: 10.34197/ats-scholar.2019-0015OC.
Video game playing requires many of the same skill sets as medical procedures such as bronchoscopy. These include visual-spatial awareness, rapid decision making, and psychomotor skills. The role of video game cross-training on learning bronchoscopy is unknown. We studied the association of baseline video gaming experience with, and the impact of short-term video game playing on, visual-spatial awareness and acquisition of basic bronchoscopic skills among medical trainees. Bronchoscopy-naive medical trainees underwent formal didactic and hands-on instruction on basic bronchoscopy, along with a baseline assessment measuring bronchoscopic and visual-spatial skills. Half of the subjects were subsequently randomized to playing a videogame (Rocket League) for 8 weeks. All participants returned at 4 weeks for a refresher course and at 8 weeks for a final assessment. Thirty subjects completed the study, 16 of them in the intervention arm who all met the minimum video game playing time requirement. At baseline, video game players had significantly lower airway collision rates (6.82 collisions/min vs. 11.64 collisions/min; = 0.02) and higher scores on the Purdue Visual Spatial Test: Visualization of Rotations test (27.5 vs. 23.54; = 0.04). At completion, the intervention group had no significant differences in airway collisions, bronchoscopy time, or Bronchoscopy Skills and Tasks Assessment Tool scores. There was moderate correlation between airway collision rate and mean Purdue Visual Spatial Test: Visualization of Rotations score (Spearman's rho, -0.59; < 0.001). At baseline, learners with former video game-playing experience have higher visual-spatial awareness and fewer airway collisions. The impact of video game playing as an aid to simulation-based bronchoscopic education is uncertain.
玩电子游戏所需的许多技能与诸如支气管镜检查等医疗程序所需的技能相同。这些技能包括视觉空间意识、快速决策和心理运动技能。电子游戏交叉训练对学习支气管镜检查的作用尚不清楚。我们研究了医学实习生的基线电子游戏体验与短期玩电子游戏对视觉空间意识和基本支气管镜技能习得之间的关联。从未进行过支气管镜检查的医学实习生接受了关于基本支气管镜检查的正规理论和实践指导,同时进行了一项测量支气管镜检查和视觉空间技能的基线评估。随后,一半的受试者被随机分配去玩一款电子游戏(《火箭联盟》),为期8周。所有参与者在4周时返回参加复习课程,在8周时返回进行最终评估。30名受试者完成了研究,其中16名在干预组,他们都达到了最低电子游戏游玩时间要求。在基线时,电子游戏玩家的气道碰撞率显著更低(6.82次碰撞/分钟对11.64次碰撞/分钟;P = 0.02),并且在普渡大学视觉空间测试:旋转可视化测试中的得分更高(27.5对23.54;P = 0.04)。在课程结束时,干预组在气道碰撞、支气管镜检查时间或支气管镜技能与任务评估工具得分方面没有显著差异。气道碰撞率与普渡大学视觉空间测试:旋转可视化平均得分之间存在中度相关性(斯皮尔曼相关系数,-0.59;P < 0.001)。在基线时,有过电子游戏游玩经验的学习者具有更高的视觉空间意识和更少的气道碰撞。电子游戏作为基于模拟支气管镜教育辅助手段的影响尚不确定。
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