title: Surgical novices randomized to train in two video games become more motivated during training in MIST-VR and GI Mentor II than students with no video game training.
abstract: We investigated if engagement modes and perceived self-efficacy differed in surgical novices before and after randomized training in two different video games during five weeks, and a control group with no training. The control group expressed to a higher extent negative engagement modes during training in MIST-VR and GI Mentor II than the experimental groups. No statistically significant differences in self-efficacy were identified between groups. Both engagement modes and self-efficacy showed a positive correlation with previous and present video game experience. It is suggested that videogame training could have a framing effect on surgical simulator performance. EM and SE might be important intermediate variables between the strength of relationship between current videogame experience and simulator performance.
authors: Department of Clinical Science Intervention and Technology, Karolinska University Hospital, Stockholm, Sweden. leif.hedman@ki.se
authors: Leif
authors: L
authors: Hedman
authors: Marcus
authors: M
authors: Schlickum
authors: Li
authors: L
authors: Felländer-Tsai
mesh_terms: D000328:Adult; D003194:Computer-Assisted Instruction / Q000706:statistics & numerical data*; D004521:Educational Measurement / Q000706:statistics & numerical data*; D005260:Female; D013502:General Surgery / Q000193:education*; D006801:Humans; D008297:Male; D011361:Professional Competence / Q000706:statistics & numerical data*; D013337:Students, Medical / Q000706:statistics & numerical data*; D014584:User-Computer Interface; D018910:Video Games / Q000706:statistics & numerical data*; D055815:Young Adult