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Does video gaming affect orthopaedic skills acquisition? A prospective cohort-study
Chetan Khatri1, Kapil Sugand1, Sharika Anjum1
1MSk Lab, Imperial College London, Charing Cross Hospital, London, United Kingdom.
Plos One
|October 22, 2014
Summary
Prior video gaming experience did not correlate with improved performance on a virtual-reality dynamic hip screw simulator. This study found no significant difference in skill acquisition between video gamers and non-gamers in orthopedic trauma simulation.
Area of Science:
- Orthopaedic surgery
- Surgical simulation
- Medical education
Background:
- Previous research indicated video gaming enhances surgical simulator skills in laparoscopy and endovascular procedures.
- The impact of video gaming on orthopaedic trauma simulation, specifically dynamic hip screw (DHS) procedures, was previously unexamined.
Purpose of the Study:
- To evaluate the effect of prior video gaming experience on the performance of medical students using a virtual-reality (VR) haptic-enabled dynamic hip screw simulator.
Main Methods:
- 38 medical students, naive to VR simulation, were divided into video gamers (play >1 hour/day) and non-gamers (play <1 hour/year).
- Participants completed ten attempts on a VR DHS simulator, with performance metrics including time, fluoroscopy, and screw accuracy recorded.
- Statistical analysis used Mann-Whitney U and Wilcoxon signed-rank tests, with significance set at p < 0.05.
Main Results:
- No significant differences were observed between video gamers and non-gamers in any tested metrics after ten attempts.
- Performance indicators such as time, simulated fluoroscopy, retries, tip-apex distance, cut-out percentage, and global score showed no variation between groups.
- All 38 participants completed the study, with no significant baseline differences between the gaming and non-gaming cohorts.
Conclusions:
- Contrary to prior studies in other surgical fields, video gaming experience did not correlate with improved competency on a VR DHS simulator.
- This suggests that the benefits of video gaming in surgical skill acquisition may not extend to all simulation types, including orthopaedic trauma procedures.

