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Do Video Games Predict an Early Advanced Capacity to Learn Interventional Radiology Skills?

PURPOSE: To elucidate the relationship between video game (VG) play and interventional radiology (IR) technical skills in medical students. MATERIALS AND METHODS: Twenty medical students recruited at our institution’s IR symposium completed a survey to ascertain demographics and prior VG experience,...

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Autores principales: Busch, Caleb, Fehr, Austin, Rohr, Aaron, Custe, Brandon, Collins, Zachary
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7871050/
https://www.ncbi.nlm.nih.gov/pubmed/33614969
http://dx.doi.org/10.1177/2382120521992334
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author Busch, Caleb
Fehr, Austin
Rohr, Aaron
Custe, Brandon
Collins, Zachary
author_facet Busch, Caleb
Fehr, Austin
Rohr, Aaron
Custe, Brandon
Collins, Zachary
author_sort Busch, Caleb
collection PubMed
description PURPOSE: To elucidate the relationship between video game (VG) play and interventional radiology (IR) technical skills in medical students. MATERIALS AND METHODS: 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. RESULTS: 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%). CONCLUSIONS: 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.
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spelling pubmed-78710502021-02-19 Do Video Games Predict an Early Advanced Capacity to Learn Interventional Radiology Skills? Busch, Caleb Fehr, Austin Rohr, Aaron Custe, Brandon Collins, Zachary J Med Educ Curric Dev Original Research PURPOSE: To elucidate the relationship between video game (VG) play and interventional radiology (IR) technical skills in medical students. MATERIALS AND METHODS: 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. RESULTS: 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%). CONCLUSIONS: 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. SAGE Publications 2021-02-04 /pmc/articles/PMC7871050/ /pubmed/33614969 http://dx.doi.org/10.1177/2382120521992334 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by-nc/4.0/ This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License (https://creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access pages (https://us.sagepub.com/en-us/nam/open-access-at-sage).
spellingShingle Original Research
Busch, Caleb
Fehr, Austin
Rohr, Aaron
Custe, Brandon
Collins, Zachary
Do Video Games Predict an Early Advanced Capacity to Learn Interventional Radiology Skills?
title Do Video Games Predict an Early Advanced Capacity to Learn Interventional Radiology Skills?
title_full Do Video Games Predict an Early Advanced Capacity to Learn Interventional Radiology Skills?
title_fullStr Do Video Games Predict an Early Advanced Capacity to Learn Interventional Radiology Skills?
title_full_unstemmed Do Video Games Predict an Early Advanced Capacity to Learn Interventional Radiology Skills?
title_short Do Video Games Predict an Early Advanced Capacity to Learn Interventional Radiology Skills?
title_sort do video games predict an early advanced capacity to learn interventional radiology skills?
topic Original Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7871050/
https://www.ncbi.nlm.nih.gov/pubmed/33614969
http://dx.doi.org/10.1177/2382120521992334
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