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Prior Video Game Utilization is Associated with Improved Performance on a Robotic Skills Simulator

Andrew C. Harbin, Kumar S. Nadhan, James H. Mooney,Daohai Yu,Joshua Kaplan, Nora McGinley-Hence, Andrew Kim, Yiming Gu,Daniel D. Eun

Journal of Robotic Surgery(2017)

Departments of Urology

Cited 23|Views0
Abstract
Laparoscopic surgery and robotic surgery, two forms of minimally invasive surgery (MIS), have recently experienced a large increase in utilization. Prior studies have shown that video game experience (VGE) may be associated with improved laparoscopic surgery skills; however, similar data supporting a link between VGE and proficiency on a robotic skills simulator (RSS) are lacking. The objective of our study is to determine whether volume or timing of VGE had any impact on RSS performance. Pre-clinical medical students completed a comprehensive questionnaire detailing previous VGE across several time periods. Seventy-five subjects were ultimately evaluated in 11 training exercises on the daVinci Si Skills Simulator. RSS skill was measured by overall score, time to completion, economy of motion, average instrument collision, and improvement in Ring Walk 3 score. Using the nonparametric tests and linear regression, these metrics were analyzed for systematic differences between non-users, light, and heavy video game users based on their volume of use in each of the following four time periods: past 3 months, past year, past 3 years, and high school. Univariate analyses revealed significant differences between heavy and non-users in all five performance metrics. These trends disappeared as the period of VGE went further back. Our study showed a positive association between video game experience and robotic skills simulator performance that is stronger for more recent periods of video game use. The findings may have important implications for the evolution of robotic surgery training.
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Key words
Da Vinci surgical system,Laparoscopic,Robotic surgery,Training,Video game usage
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