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首页> 外文期刊>Surgical Endoscopy >Should surgical novices trade their retractors for joysticks? Videogame experience decreases the time needed to acquire surgical skills.
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Should surgical novices trade their retractors for joysticks? Videogame experience decreases the time needed to acquire surgical skills.

机译:外科新手是否应将其牵开器换成操纵杆?电子游戏的经验减少了获得手术技能所需的时间。

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BACKGROUND: Video game experience (VGE) has been identified as a possible predictive factor for surgical skill. We hypothesized that surgical novices with previous VGE would acquire new surgical skills faster than those without. METHODS: Fourth-year medical students (M4) and first-year surgical residents (PG-1) completed a survey asking about standard demographic data and previous VGE. Gamers had high VGE, defined as more than 3 h per week of videogame playing. Nongamers had little or no VGE. Both groups trained to proficiency on two tasks (AcquirePlace and Traversal) of the MIST-VR simulator, with proficiency defined as meeting previously validated criteria on two consecutive trials. The number of trials required to achieve proficiency for each task was recorded. RESULTS: The 26 participants included 11 M4s and 15 PG-1s: 17 males (8 gamers/9 nongamers) and 9 females (3 gamers/6 nongamers), mean age 27.8 years. There were no differences in time to proficiency between the M4 and PG-1 residents, and there were no significant differences in the relative number of gamers per gender. All participants eventually met proficiency criteria. The 11 gamers reached proficiency more quickly than the 15 nongamers (median 0 trials versus 6 trials, p = 0.01). Gamers scored lower than nongamers on their initial attempts. Women overall took longer to reach proficiency than did men (median 10 trials versus 0 trials, p = 0.002). When stratified according to VGE, female nongamers took longer to reach proficiency than male nongamers (median 11 trials versus 1 trial, p = 0.006) but among gamers, there was no difference between females and males (median 0 trials versus 0.5 trials, NS). CONCLUSION: Previous VGE shortens time to achieve proficiency on two tasks on a validated surgical simulator. The possibility that VGE may ameliorate gender differences in length of time required to acquire surgical skills should be explored further.
机译:背景:视频游戏体验(VGE)已被确定为手术技能的可能预测因素。我们假设具有以前的VGE的外科新手将比没有VGE的外科新手更快地掌握新的外科技能。方法:四年级医学生(M4)和一年级外科住院医师(PG-1)完成了一项调查,询问标准人口统计学数据和以前的VGE。玩家的VGE较高,定义为每周玩电子游戏超过3小时。 Nongamers很少或没有VGE。两组均经过培训,精通MIST-VR模拟器的两项任务(AcquirePlace和Traversal),其熟练度定义为在两次连续试验中均符合先前验证的标准。记录达到每个任务熟练程度所需的试验次数。结果:26名参与者包括11名M4和15名PG-1:男性17名(8名玩家/ 9名非玩家)和9名女性(3名玩家/ 6名非玩家),平均年龄27.8岁。 M4和PG-1居民的熟练时间没有差异,男女性别的相对人数也没有显着差异。所有参与者最终都达到了熟练水平。 11个游戏玩家的熟练程度要比15个非游戏玩家更快(中位0试验vs 6试验,p = 0.01)。玩家在最初尝试时的得分低于非游戏者。女性总体上要比男性花费更长的时间(中位10个试验对比0个试验,p = 0.002)。根据VGE进行分层时,女性非游戏者达到熟练水平所花费的时间比男性非游戏者更长(中位11个试验,相对于1个试验,p = 0.006),但游戏玩家之间,男女之间没有差异(中位0个试验与0.5个试验,NS)。 。结论:先前的VGE缩短了在经过验证的手术模拟器上完成两项任务的时间。 VGE可能会改善性别差异,在获得手术技能所需的时间上的可能性应进一步探讨。

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