Virtual reality in laparoscopic skills training: Is haptic feedback replaceable?

2011 ◽  
Vol 20 (3) ◽  
pp. 179-184 ◽  
Author(s):  
Ellen Hiemstra ◽  
Elisabeth M. Terveer ◽  
Magdalena K. Chmarra ◽  
Jenny Dankelman ◽  
Frank Willem Jansen
2004 ◽  
Vol 91 (2) ◽  
pp. 146-150 ◽  
Author(s):  
T. P. Grantcharov ◽  
V. B. Kristiansen ◽  
J. Bendix ◽  
L. Bardram ◽  
J. Rosenberg ◽  
...  

2014 ◽  
Vol 42 (3-4) ◽  
pp. 293-318 ◽  
Author(s):  
Ravikiran Singapogu ◽  
Timothy Burg ◽  
Karen J.L. Burg ◽  
Dane E. Smith ◽  
Amanda H. Eckenrode

2011 ◽  
Vol 18 (5) ◽  
pp. 597-606 ◽  
Author(s):  
Henk W.R. Schreuder ◽  
P. Diederick van Hove ◽  
Juliënne A. Janse ◽  
Rene R.M. Verheijen ◽  
Laurents P.S. Stassen ◽  
...  

10.2196/17222 ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. e17222
Author(s):  
Wouter IJgosse ◽  
Harry van Goor ◽  
Camiel Rosman ◽  
Jan-Maarten Luursema

Background Surgical residents underutilize opportunities for traditional laparoscopic simulation training. Serious gaming may increase residents’ motivation to practice laparoscopic skills. However, little is known about the effectiveness of serious gaming for laparoscopic skills training. Objective The aim of this study was to establish construct validity for the laparoscopic serious game Underground. Methods All study participants completed 2 levels of Underground. Performance for 2 novel variables (time and error) was compared between novices (n=65, prior experience <10 laparoscopic procedures), intermediates (n=26, prior experience 10-100 laparoscopic procedures), and experts (n=20, prior experience >100 laparoscopic procedures) using analysis of covariance. We corrected for gender and video game experience. Results Controlling for gender and video game experience, the effects of prior laparoscopic experience on the time variable differed significantly (F2,106=4.77, P=.01). Both experts and intermediates outperformed novices in terms of task completion speed; experts did not outperform intermediates. A similar trend was seen for the rate of gameplay errors. Both gender (F1,106=14.42, P<.001 in favor of men) and prior video game experience (F1,106=5.20, P=.03 in favor of experienced gamers) modulated the time variable. Conclusions We established construct validity for the laparoscopic serious game Underground. Serious gaming may aid laparoscopic skills development. Previous gaming experience and gender also influenced Underground performance. The in-game performance metrics were not suitable for statistical evaluation. To unlock the full potential of serious gaming for training, a more formal approach to performance metric development is needed.


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