Does previous video game experience affect laparoscopic skills? Evaluation of non-medical school students with a novel laparoscopic training box
dc.contributor.author | Akand, Murat | |
dc.contributor.author | Altıntaş, Emre | |
dc.contributor.author | Kılıç, Özcan | |
dc.contributor.author | Gül, Murat | |
dc.contributor.author | Erdoğdu, Merter B. | |
dc.date.accessioned | 2020-03-26T19:23:39Z | |
dc.date.available | 2020-03-26T19:23:39Z | |
dc.date.issued | 2016 | |
dc.department | Selçuk Üniversitesi | en_US |
dc.description.abstract | Background and objectives: Training is important to master skills in laparoscopic surgery. Various laparoscopic skills curricula have been developed to accelerate the learning curve of the trainees in a safer setting. Video games have become an integral part of daily life, and they have also begun to be used in medical education. We aimed to compare the laparoscopic skills of university students with or without history of video game playing with previously validated laparoscopic tasks on a newly developed laparoscopic training box. Materials and methods: A total of 60 university students were recruited from different faculties of Selcuk University other than medical school, and were divided equally into two groups according to their previous video game experience. The students were asked to perform seven different laparoscopic tasks. The performance durations for each task as well as the overall durations were evaluated according to the video game experience of the students. Results: Except for Task-6, all durations were statistically significantly shorter in the group with video game experience. The total duration was also shorter in this group. No difference was observed for the durations between male and female students in each group. Conclusions: Experience of playing video games seems to have a positive effect on laparoscopic skills. This can be due to improved hand-eye coordination and visual selective attention capacity, and decrease in response time to visual stimuli. This novel training box seems to be useful in general laparoscopic skills training. | en_US |
dc.description.sponsorship | Selcuk University Coordinatorship of Scientific Research Projects (BAP) [13401054] | en_US |
dc.description.sponsorship | This project was granted by Selcuk University Coordinatorship of Scientific Research Projects (BAP) with the grant number 13401054. We would like to thank Mr. Ahmet Buyukaslan and Mr. Emre Buyukaslan (from AE Software, Selcuk Teknokent) for their valuable contributions in the production of the novel laparoscopic training box and the design of the study. | en_US |
dc.identifier.endpage | 10765 | en_US |
dc.identifier.issn | 1940-5901 | en_US |
dc.identifier.issue | 6 | en_US |
dc.identifier.scopusquality | N/A | en_US |
dc.identifier.startpage | 10757 | en_US |
dc.identifier.uri | https://hdl.handle.net/20.500.12395/33459 | |
dc.identifier.volume | 9 | en_US |
dc.identifier.wos | WOS:000379156000216 | en_US |
dc.identifier.wosquality | Q4 | en_US |
dc.indekslendigikaynak | Web of Science | en_US |
dc.indekslendigikaynak | Scopus | en_US |
dc.language.iso | en | en_US |
dc.publisher | E-CENTURY PUBLISHING CORP | en_US |
dc.relation.ispartof | INTERNATIONAL JOURNAL OF CLINICAL AND EXPERIMENTAL MEDICINE | en_US |
dc.relation.publicationcategory | Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı | en_US |
dc.rights | info:eu-repo/semantics/closedAccess | en_US |
dc.selcuk | 20240510_oaig | en_US |
dc.subject | Laparoscopy | en_US |
dc.subject | training | en_US |
dc.subject | video game | en_US |
dc.subject | training box | en_US |
dc.subject | laparoscopic skill | en_US |
dc.title | Does previous video game experience affect laparoscopic skills? Evaluation of non-medical school students with a novel laparoscopic training box | en_US |
dc.type | Article | en_US |