Does video gaming affect orthopaedic skills acquisition? A prospective cohort-study.

Previous studies have suggested that there is a positive correlation between the extent of video gaming and efficiency of surgical skill acquisition on laparoscopic and endovascular surgical simulators amongst trainees. However, the link between video gaming and orthopaedic trauma simulation remains...

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Main Authors: Chetan Khatri, Kapil Sugand, Sharika Anjum, Sayinthen Vivekanantham, Kash Akhtar, Chinmay Gupte
Format: Article
Language:English
Published: Public Library of Science (PLoS) 2014-01-01
Series:PLoS ONE
Online Access:http://europepmc.org/articles/PMC4198251?pdf=render
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spelling doaj-6d2573e7161f4c0fb1302105ceb7ee0d2020-11-25T01:05:08ZengPublic Library of Science (PLoS)PLoS ONE1932-62032014-01-01910e11021210.1371/journal.pone.0110212Does video gaming affect orthopaedic skills acquisition? A prospective cohort-study.Chetan KhatriKapil SugandSharika AnjumSayinthen VivekananthamKash AkhtarChinmay GuptePrevious studies have suggested that there is a positive correlation between the extent of video gaming and efficiency of surgical skill acquisition on laparoscopic and endovascular surgical simulators amongst trainees. However, the link between video gaming and orthopaedic trauma simulation remains unexamined, in particular dynamic hip screw (DHS) stimulation.To assess effect of prior video gaming experience on virtual-reality (VR) haptic-enabled DHS simulator performance.38 medical students, naïve to VR surgical simulation, were recruited and stratified relative to their video gaming exposure. Group 1 (n = 19, video-gamers) were defined as those who play more than one hour per day in the last calendar year. Group 2 (n = 19, non-gamers) were defined as those who play video games less than one hour per calendar year. Both cohorts performed five attempts on completing a VR DHS procedure and repeated the task after a week. Metrics assessed included time taken for task, simulated flouroscopy time and screw position. Median and Bonett-Price 95% confidence intervals were calculated for seven real-time objective performance metrics. Data was confirmed as non-parametric by the Kolmogorov-Smirnov test. Analysis was performed using the Mann-Whitney U test for independent data whilst the Wilcoxon signed ranked test was used for paired data. A result was deemed significant when a two-tailed p-value was less than 0.05.All 38 subjects completed the study. The groups were not significantly different at baseline. After ten attempts, there was no difference between Group 1 and Group 2 in any of the metrics tested. These included time taken for task, simulated fluoroscopy time, number of retries, tip-apex distance, percentage cut-out and global score.Contrary to previous literature findings, there was no correlation between video gaming experience and gaining competency on a VR DHS simulator.http://europepmc.org/articles/PMC4198251?pdf=render
collection DOAJ
language English
format Article
sources DOAJ
author Chetan Khatri
Kapil Sugand
Sharika Anjum
Sayinthen Vivekanantham
Kash Akhtar
Chinmay Gupte
spellingShingle Chetan Khatri
Kapil Sugand
Sharika Anjum
Sayinthen Vivekanantham
Kash Akhtar
Chinmay Gupte
Does video gaming affect orthopaedic skills acquisition? A prospective cohort-study.
PLoS ONE
author_facet Chetan Khatri
Kapil Sugand
Sharika Anjum
Sayinthen Vivekanantham
Kash Akhtar
Chinmay Gupte
author_sort Chetan Khatri
title Does video gaming affect orthopaedic skills acquisition? A prospective cohort-study.
title_short Does video gaming affect orthopaedic skills acquisition? A prospective cohort-study.
title_full Does video gaming affect orthopaedic skills acquisition? A prospective cohort-study.
title_fullStr Does video gaming affect orthopaedic skills acquisition? A prospective cohort-study.
title_full_unstemmed Does video gaming affect orthopaedic skills acquisition? A prospective cohort-study.
title_sort does video gaming affect orthopaedic skills acquisition? a prospective cohort-study.
publisher Public Library of Science (PLoS)
series PLoS ONE
issn 1932-6203
publishDate 2014-01-01
description Previous studies have suggested that there is a positive correlation between the extent of video gaming and efficiency of surgical skill acquisition on laparoscopic and endovascular surgical simulators amongst trainees. However, the link between video gaming and orthopaedic trauma simulation remains unexamined, in particular dynamic hip screw (DHS) stimulation.To assess effect of prior video gaming experience on virtual-reality (VR) haptic-enabled DHS simulator performance.38 medical students, naïve to VR surgical simulation, were recruited and stratified relative to their video gaming exposure. Group 1 (n = 19, video-gamers) were defined as those who play more than one hour per day in the last calendar year. Group 2 (n = 19, non-gamers) were defined as those who play video games less than one hour per calendar year. Both cohorts performed five attempts on completing a VR DHS procedure and repeated the task after a week. Metrics assessed included time taken for task, simulated flouroscopy time and screw position. Median and Bonett-Price 95% confidence intervals were calculated for seven real-time objective performance metrics. Data was confirmed as non-parametric by the Kolmogorov-Smirnov test. Analysis was performed using the Mann-Whitney U test for independent data whilst the Wilcoxon signed ranked test was used for paired data. A result was deemed significant when a two-tailed p-value was less than 0.05.All 38 subjects completed the study. The groups were not significantly different at baseline. After ten attempts, there was no difference between Group 1 and Group 2 in any of the metrics tested. These included time taken for task, simulated fluoroscopy time, number of retries, tip-apex distance, percentage cut-out and global score.Contrary to previous literature findings, there was no correlation between video gaming experience and gaining competency on a VR DHS simulator.
url http://europepmc.org/articles/PMC4198251?pdf=render
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