TY - JOUR
T1 - Prior video game exposure does not enhance robotic surgical performance
AU - Harper, Jonathan D.
AU - Kaiser, Stefan
AU - Ebrahimi, Kamyar
AU - Lamberton, Gregory R.
AU - Hadley, H. Roger
AU - Ruckle, Herbert C.
AU - Baldwin, D. Duane
N1 - J Endourol. 2007 Oct;21(10):1207-10.
PY - 2007/10/1
Y1 - 2007/10/1
N2 - Background and Purpose: Prior research has demonstrated that counterintuitive laparoscopic surgical skills are enhanced by experience with video games. A similar relation with robotic surgical skills has not been tested. The purpose of this study was to determine whether prior video-game experience enhances the acquisition of robotic surgical skills. Subjects and Methods: A series of 242 preclinical medical students completed a self-reported video-game questionnaire detailing the frequency, duration, and peak playing time. The 10 students with the highest and lowest video-game exposure completed a follow-up questionnaire further quantifying video game, sports, musical instrument, and craft and hobby exposure. Each subject viewed a training video demonstrating the use of the da Vinci surgical robot in tying knots, followed by 3 minutes of proctored practice time. Subjects then tied knots for 5 minutes while an independent blinded observer recorded the number of knots tied, missed knots, frayed sutures, broken sutures, and mechanical errors. Results: The mean playing time for the 10 game players was 15,136 total hours (range 5,840-30,000 hours). Video-game players tied fewer knots than nonplayers (5.8 v 9.0; P = 0.04). Subjects who had played sports for at least 4 years had fewer mechanical errors (P = 0.04), broke fewer sutures (P = 0.01), and committed fewer total errors (P = 0.01). Similarly, those playing musical instruments longer than 5 years missed fewer knots (P = 0.05). Conclusions: In the extremes of video-game experience tested in this study, game playing was inversely correlated with the ability to learn robotic suturing. This study suggests that advanced surgical skills such as robotic suturing may be learned more quickly by athletes and musicians. Prior extensive video-game exposure had a negative impact on robotic performance. © 2007 Mary Ann Liebert, Inc.
AB - Background and Purpose: Prior research has demonstrated that counterintuitive laparoscopic surgical skills are enhanced by experience with video games. A similar relation with robotic surgical skills has not been tested. The purpose of this study was to determine whether prior video-game experience enhances the acquisition of robotic surgical skills. Subjects and Methods: A series of 242 preclinical medical students completed a self-reported video-game questionnaire detailing the frequency, duration, and peak playing time. The 10 students with the highest and lowest video-game exposure completed a follow-up questionnaire further quantifying video game, sports, musical instrument, and craft and hobby exposure. Each subject viewed a training video demonstrating the use of the da Vinci surgical robot in tying knots, followed by 3 minutes of proctored practice time. Subjects then tied knots for 5 minutes while an independent blinded observer recorded the number of knots tied, missed knots, frayed sutures, broken sutures, and mechanical errors. Results: The mean playing time for the 10 game players was 15,136 total hours (range 5,840-30,000 hours). Video-game players tied fewer knots than nonplayers (5.8 v 9.0; P = 0.04). Subjects who had played sports for at least 4 years had fewer mechanical errors (P = 0.04), broke fewer sutures (P = 0.01), and committed fewer total errors (P = 0.01). Similarly, those playing musical instruments longer than 5 years missed fewer knots (P = 0.05). Conclusions: In the extremes of video-game experience tested in this study, game playing was inversely correlated with the ability to learn robotic suturing. This study suggests that advanced surgical skills such as robotic suturing may be learned more quickly by athletes and musicians. Prior extensive video-game exposure had a negative impact on robotic performance. © 2007 Mary Ann Liebert, Inc.
KW - Clinical Competence
KW - Sutures/statistics & numerical data
KW - Humans
KW - Surgical Procedures, Operative/methods
KW - Surveys and Questionnaires
KW - Students, Medical
KW - Video Games/psychology
KW - Robotics/methods
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UR - http://www.scopus.com/inward/citedby.url?scp=35348945910&partnerID=8YFLogxK
UR - https://www.mendeley.com/catalogue/44ee0bb6-415d-3f28-b9d5-d30cc0de1bd0/
U2 - 10.1089/end.2007.9905
DO - 10.1089/end.2007.9905
M3 - Article
C2 - 17949327
SN - 0892-7790
VL - 21
SP - 1207
EP - 1210
JO - Journal of Endourology
JF - Journal of Endourology
IS - 10
ER -