title: A serious game skills competition increases voluntary usage and proficiency of a virtual reality laparoscopic simulator during first-year surgical residents' simulation curriculum.
abstract: The objective of this study was to assess the effect of a serious game skills competition on voluntary usage of a laparoscopic simulator among first-year surgical residents' standard simulation curriculum.
  
  
  
  With research ethics board approval, informed consent was obtained from first-year surgical residents enrolled in an introductory surgical simulation curriculum. The class of 2013 served as a control cohort following the standard curriculum which mandates completion of six laparoscopic simulator skill tasks. For the 2014 competition cohort, the only change introduced was the biweekly and monthly posting of a leader board of the top three and ten fastest peg transfer times. Entry surveys were administered assessing attitudes towards simulation-based training and competition. Cohorts were observed for 5 months.
  
  
  
  There were 24 and 25 residents in the control and competition cohorts, respectively. The competition cohort overwhelmingly (76 %) stated that they were not motivated to deliberate practice by competition. Median total simulator usage time was 132 min (IQR = 214) in the competition cohort compared to 89 (IQR = 170) in the control cohort. The competition cohort completed their course requirements significantly earlier than the control cohort (χ2= 6.5, p = 0.01). There was a significantly greater proportion of residents continuing to use the simulator voluntarily after completing their course requirements in the competition cohort (44 vs. 4 %; p = 0.002). Residents in the competition cohort were significantly faster at peg transfer (194 ± 66 vs. 233 ± 53 s, 95 % CI of difference = 4-74 s; p = 0.03) and significantly decreased their completion time by 33 ± 54 s (95 % CI 10-56 s; paired t test, p = 0.007).
  
  
  
  A simple serious games skills competition increased voluntary usage and performance on a laparoscopic simulator, despite a majority of participants reporting they were not motivated by competition. Future directions should endeavour to examine other serious gaming modalities to further engage trainees in simulated skills development.
authors: CSTAR, London Health Sciences Centre, University Hospital, 339 Windermere Road, London, ON, N6A 0A5, Canada. Mostafa.ElBeheiry@londonhospitals.ca.
authors: Mostafa
authors: M
authors: El-Beheiry
authors: CSTAR, London Health Sciences Centre, University Hospital, 339 Windermere Road, London, ON, N6A 0A5, Canada.
authors: Greig
authors: G
authors: McCreery
authors: CSTAR, London Health Sciences Centre, University Hospital, 339 Windermere Road, London, ON, N6A 0A5, Canada.
authors: Christopher M
authors: CM
authors: Schlachta
mesh_terms: D000328:Adult; D002983:Clinical Competence / Q000592:standards*; D003479:Curriculum; D005260:Female; D013502:General Surgery / Q000193:education* / Q000592:standards; D006801:Humans; D007396:Internship and Residency; D010535:Laparoscopy / Q000193:education* / Q000592:standards; D008297:Male; D010820:Physicians; D000066908:Simulation Training / Q000379:methods*; D013337:Students, Medical; D011795:Surveys and Questionnaires; D013647:Task Performance and Analysis; D014584:User-Computer Interface; D018910:Video Games; D000076142:Virtual Reality
keywords: Competition; Laparoscopic simulation training; Serious games; Surgical education