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A prospective study of the effect of video games on robotic surgery skills using the high-fidelity virtual reality RobotiX simulator

BACKGROUND: Robot-assisted surgery is a growing field. Prior video game experience might give advantage to novice robotic surgeons. AIM: Assessing if prior video gaming experience gives advantage in performing high-fidelity virtual reality (VR)-simulated robotic surgery. METHODS: In this observation...

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Autores principales: Hvolbek, Andreas Pierre, Nilsson, Philip Mørkeberg, Sanguedolce, Francesco, Lund, Lars
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Dove 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6699361/
https://www.ncbi.nlm.nih.gov/pubmed/31616197
http://dx.doi.org/10.2147/AMEP.S199323
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author Hvolbek, Andreas Pierre
Nilsson, Philip Mørkeberg
Sanguedolce, Francesco
Lund, Lars
author_facet Hvolbek, Andreas Pierre
Nilsson, Philip Mørkeberg
Sanguedolce, Francesco
Lund, Lars
author_sort Hvolbek, Andreas Pierre
collection PubMed
description BACKGROUND: Robot-assisted surgery is a growing field. Prior video game experience might give advantage to novice robotic surgeons. AIM: Assessing if prior video gaming experience gives advantage in performing high-fidelity virtual reality (VR)-simulated robotic surgery. METHODS: In this observational study, 30 medical students and 2 interns (17 females; 15 males) with median age 25 years (range, 24–26 years) were recruited and subsequently divided into groups according to prior gaming experience; gamers (≥6 video game hours/week) vs nongamers (<6 video game hours/week). Participants performed VR-simulated urethrovesical anastomosis on RobotiX Mentor, which measured performance parameters. Participants answered a questionnaire for demographics and gaming experience. Groups were compared using Mann–Whitney U and multiple regression. RESULTS: Gamers significantly outperformed nongamers in 3 of 24 performance metrics (p<0.05), and there was a trend toward better results for 7 of the 21 remaining metrics. Males outperformed females in 5 of 24 metrics (p<0.05) but were overrepresented among gamers. CONCLUSION: Prior video game experience >6 hrs/week might give advantage in simulated robotic surgery. We recommend future studies testing this hypothesis to develop simulator programs for certification of robotic surgeons.
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spelling pubmed-66993612019-10-15 A prospective study of the effect of video games on robotic surgery skills using the high-fidelity virtual reality RobotiX simulator Hvolbek, Andreas Pierre Nilsson, Philip Mørkeberg Sanguedolce, Francesco Lund, Lars Adv Med Educ Pract Original Research BACKGROUND: Robot-assisted surgery is a growing field. Prior video game experience might give advantage to novice robotic surgeons. AIM: Assessing if prior video gaming experience gives advantage in performing high-fidelity virtual reality (VR)-simulated robotic surgery. METHODS: In this observational study, 30 medical students and 2 interns (17 females; 15 males) with median age 25 years (range, 24–26 years) were recruited and subsequently divided into groups according to prior gaming experience; gamers (≥6 video game hours/week) vs nongamers (<6 video game hours/week). Participants performed VR-simulated urethrovesical anastomosis on RobotiX Mentor, which measured performance parameters. Participants answered a questionnaire for demographics and gaming experience. Groups were compared using Mann–Whitney U and multiple regression. RESULTS: Gamers significantly outperformed nongamers in 3 of 24 performance metrics (p<0.05), and there was a trend toward better results for 7 of the 21 remaining metrics. Males outperformed females in 5 of 24 metrics (p<0.05) but were overrepresented among gamers. CONCLUSION: Prior video game experience >6 hrs/week might give advantage in simulated robotic surgery. We recommend future studies testing this hypothesis to develop simulator programs for certification of robotic surgeons. Dove 2019-08-14 /pmc/articles/PMC6699361/ /pubmed/31616197 http://dx.doi.org/10.2147/AMEP.S199323 Text en © 2019 Hvolbek et al. http://creativecommons.org/licenses/by-nc/3.0/ This work is published and licensed by Dove Medical Press Limited. The full terms of this license are available at https://www.dovepress.com/terms.php and incorporate the Creative Commons Attribution – Non Commercial (unported, v3.0) License (http://creativecommons.org/licenses/by-nc/3.0/). By accessing the work you hereby accept the Terms. Non-commercial uses of the work are permitted without any further permission from Dove Medical Press Limited, provided the work is properly attributed. For permission for commercial use of this work, please see paragraphs 4.2 and 5 of our Terms (https://www.dovepress.com/terms.php).
spellingShingle Original Research
Hvolbek, Andreas Pierre
Nilsson, Philip Mørkeberg
Sanguedolce, Francesco
Lund, Lars
A prospective study of the effect of video games on robotic surgery skills using the high-fidelity virtual reality RobotiX simulator
title A prospective study of the effect of video games on robotic surgery skills using the high-fidelity virtual reality RobotiX simulator
title_full A prospective study of the effect of video games on robotic surgery skills using the high-fidelity virtual reality RobotiX simulator
title_fullStr A prospective study of the effect of video games on robotic surgery skills using the high-fidelity virtual reality RobotiX simulator
title_full_unstemmed A prospective study of the effect of video games on robotic surgery skills using the high-fidelity virtual reality RobotiX simulator
title_short A prospective study of the effect of video games on robotic surgery skills using the high-fidelity virtual reality RobotiX simulator
title_sort prospective study of the effect of video games on robotic surgery skills using the high-fidelity virtual reality robotix simulator
topic Original Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6699361/
https://www.ncbi.nlm.nih.gov/pubmed/31616197
http://dx.doi.org/10.2147/AMEP.S199323
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