Einfluss von Videospiel-Erfahrung auf die Geschicklichkeit beim Erlernen neurointerventioneller Techniken

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Description of rights: CC-BY-ND-4.0
Item type: Item , DissertationAccess status: Open Access ,

Abstract

Background & Purpose: The influence of regular videogaming on learning and skills in medical activities has been examined in several studies. Correlations between the level of video game experience and performance in laparoscopic interventions, chest drainage insertion and fiber-optic intubation have been described. Furthermore, success in robot-assisted interventions correlated with a higher level of skill in playing video games. As there is no data available of the effects of frequent video playing on the performance while learning neurointerventional techniques, we aimed at analyzing a possible relationship. Methods: The performance of 64 subjects naïve to neurointerventional techniques while practicing predefined neurointerventional tasks using a simulator were analyzed. After a standardized short training sequence the time required, distance covered by the catheter, number of catheter movements required to navigate a catheter to a predefined target and number of every catheter movement inside the model were recorded. Afterwards, the subjects had to answer a questionnaire regarding other skills possibly influencing this experiment and NASA Task Load to rate the workload perceived by each individuum. Results: Results of the primary hypothesis show, that gamers (1.7±0.76) asked less common for help than non-gamers (4.7±2.7; p=0.029). Furthermore, gamers needed fewer tries to pass vascular branches (5.03±3.4 vs. 6.6±3.6; p=0.035 respectively 24.7±16.6 vs. 34.4±23.9; p=0.08), fewer pathway (25.1±10.6 vs. 30.8±15.5; p=0.085) and less time at all (308.3±227.4 vs. 372.7±215.2; p=0.059 respectively 255.8±222.2 vs. 315.3±206.9; p=0.079) than non-gamers did. Participants who played videogames at some point in their past expressed a higher level in perceiving time than others (13.5±4.3 vs. 12.2±3.8; p=0.064). Analyzing relationships between results and self-assessment had shown that self-assessed performance and results correlate for non-gamers’ group (p=0.001 to 0.015; r= -0.578 to -0.473) but otherwise not for gamers. For gamers there were positive correlations between results and self-assessed stress level (p=0.01 to 0.057; r=0.4 to 0.36) or level of perceived difficulty (p=0.003 to 0.044; r= -0.483 to -0.356). Regarding to the secondary hypothesis we found that Ego-shooter/fighting-gamers (ef-gamers) needed less time in four experiments (in average 45%; p=0.02 to 0.06) and less tries to pass vascular branches in one experiment (p=0.057) than others. They expressed their self-assessed performance level higher (12.2±2.9 vs. 9.9±2.7; p=0.071) and level of perceiving time lower than strategic-gamers (11.6±4.6 vs. 15.4±2.7; p=0.056). Analyzing relationships between pathway and self-assessment had shown that ef-gamers’ self-assessed performance (p=0.08) correlated negatively, stress level (p=0.076) and perceived difficulty (p=0.078) correlated positively to measured pathways they needed to solve every task. For strategic-gamers there were positive correlations between the number of tries they needed to pass vascular branches and self-assessed stress level (p=0.034; r= 0.793) respectively perceived difficulty (p=0.077). A positive correlation between Movements at all and perceived difficulty could be seen for ef-gamers (p=0.057). Conclusion: There were (pre-) significantly differences between those people, who played videogames at some point in their past to those who did not. Furthermore, there are differences between gamers, who mostly played Ego-shooter/fighting- or strategic-games in their past.

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