Serveur d'exploration sur les dispositifs haptiques

Attention, ce site est en cours de développement !
Attention, site généré par des moyens informatiques à partir de corpus bruts.
Les informations ne sont donc pas validées.

Does Video Gaming Affect Orthopaedic Skills Acquisition? A Prospective Cohort-Study

Identifieur interne : 000351 ( Pmc/Corpus ); précédent : 000350; suivant : 000352

Does Video Gaming Affect Orthopaedic Skills Acquisition? A Prospective Cohort-Study

Auteurs : Chetan Khatri ; Kapil Sugand ; Sharika Anjum ; Sayinthen Vivekanantham ; Kash Akhtar ; Chinmay Gupte

Source :

RBID : PMC:4198251

Abstract

Introduction

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.

Objective

To assess effect of prior video gaming experience on virtual-reality (VR) haptic-enabled DHS simulator performance.

Methods

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.

Results

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.

Conclusion

Contrary to previous literature findings, there was no correlation between video gaming experience and gaining competency on a VR DHS simulator.


Url:
DOI: 10.1371/journal.pone.0110212
PubMed: 25333959
PubMed Central: 4198251

Links to Exploration step

PMC:4198251***** Acces problem to record *****\

Le document en format XML


Pour manipuler ce document sous Unix (Dilib)

EXPLOR_STEP=$WICRI_ROOT/Ticri/CIDE/explor/HapticV1/Data/Pmc/Corpus
HfdSelect -h $EXPLOR_STEP/biblio.hfd -nk 000351 | SxmlIndent | more

Ou

HfdSelect -h $EXPLOR_AREA/Data/Pmc/Corpus/biblio.hfd -nk 000351 | SxmlIndent | more

Pour mettre un lien sur cette page dans le réseau Wicri

{{Explor lien
   |wiki=    Ticri/CIDE
   |area=    HapticV1
   |flux=    Pmc
   |étape=   Corpus
   |type=    RBID
   |clé=     PMC:4198251
   |texte=   Does Video Gaming Affect Orthopaedic Skills Acquisition? A Prospective Cohort-Study
}}

Pour générer des pages wiki

HfdIndexSelect -h $EXPLOR_AREA/Data/Pmc/Corpus/RBID.i   -Sk "pubmed:25333959" \
       | HfdSelect -Kh $EXPLOR_AREA/Data/Pmc/Corpus/biblio.hfd   \
       | NlmPubMed2Wicri -a HapticV1 

Wicri

This area was generated with Dilib version V0.6.23.
Data generation: Mon Jun 13 01:09:46 2016. Site generation: Wed Mar 6 09:54:07 2024