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Record W7037086759

Does Smartphone Gaming have a Positive Effect on the Acquisition of Laparoscopic Skills?

2022· article· en· W7037086759 on OpenAlexaboutno aff

Bibliographic record

VenueUnimas Institutional Repository (Universiti Malaysia Sarawak) · 2022
Typearticle
Languageen
FieldEarth and Planetary Sciences
TopicPaleontology and Evolutionary Biology
Canadian institutionsnot available
Fundersnot available
KeywordsIntervention (counseling)Association (psychology)CohortProspective cohort studySignificant differenceVideo gameDuration (music)Outcome (game theory)
DOInot available

Abstract

fetched live from OpenAlex

Aims: Videogaming has been shown to have a positive effect on hand-eye co-ordination, improve visuo-spatial ability and improve cognitive flexibility. However, the majority of the literature examining the subject utilise gaming consoles where physical controllers are used to dictate on- screen movements. The current evidence examining the association between laparoscopic skills and smartphone or touch-based gaming is extremely limited. This study seeks to examine whether smartphone gaming has a positive effect on laparoscopic skill acquisition. \nStudy Design: Prospective cohort study \nPlace and Duration of Study: Department of Urology, Sarawak General Hospital, Kuching Sarawak between August 2020 and January 2021. \nMethodology: We included 74 medical students (26 male, 48 female, age range 22 – 24 years) without any prior exposure to either laparoscopy or surgery. Subjects were assigned to either Gamer or Non-Gamer groups based on a self-reported questionnaire. Formal testing of laparoscopic skills was undertaken via the Modified MISTELS (McGill Inanimate System for Training and Evaluation of Laparoscopic Skills) to establish a baseline. The Gamer group were then asked to play at least 30 minutes of a smartphone game for 21 days whilst the Non-Gamer group were asked to refrain from commencing any virtual games. Repeat assessment of laparoscopic skills was performed and scores between the 2 groups was compared using 2-tailed independent t-test. \nResults: In total 74 medical students completed the study with 34 in the Non-Gamer Group and 40 in the Gamer Group. There was no statistically significant difference between groups at baseline assessment. Following the intervention period, the Gaming Group performed significantly better than the Non-Gaming Group with a mean Overall score of 261.05 vs 154.99 (p<.001). Additionally, the Gaming group showed statistically significant higher scores in all three component tasks, with most marked difference in Intracorporeal Suturing. \nConclusion: Smartphone gaming requiring the use of multi-action gestures improves the ability of novices to acquire laparoscopic skills compared to no exposure. The findings support the use of smartphone gaming to be used as an adjunct to laparoscopic training due to the convenience, portability and ease of access to most medical students and professionals.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.005
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.009
Threshold uncertainty score0.030

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.005
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.001
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0010.000
Open science0.0000.000
Research integrity0.0010.000
Insufficient payload (model declined to judge)0.0090.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.005
GPT teacher head0.182
Teacher spread0.178 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

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Citations0
Published2022
Admission routes1
Has abstractyes

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