Serious gaming can be used to enhance surgical skills, but games developed or used to train medical professionals need to be validated before they are integrated into teaching methods, according to a paper in the October issue of the surgical journal BJS.
Researchers from The Netherlands reviewed 25 research studies covering 30 serious games published between 1995 and 2012.
"Many medical professionals may still have a rather out-dated view of the average gamer as being someone who is too young to vote, afraid of daylight and busy killing mystical dwarves in their parent's basement" says co-author Dr Marlies Schijven from the Department of Surgery at the Academic Medical Centre in Amsterdam.
"However, the reality is that the average game player is 37 years-old and there are almost three times as many women using games as boys aged 17 years or younger.
"Although game-based learning is becoming a new form of healthcare education, scientific research on its effectiveness is limited. The aim of this review was to identify the value of serious games for training professionals in medicine and, in particular, surgery."
Nineteen articles discussing 17 serious games specifically developed for educational purposes were identified by Dr Schijven and co-author Dr Maurits Graafland. Many of these covered team training in acute and critical care and dealing with mass casualty incidents, including nuclear events and hazardous materials. Others covered more specific areas of healthcare, such as training for coronary artery bypasses and knee joint surgery and assessing and resuscitating patients with burns.
Six studies assessed 13 commercially available games associated with, but not specifically developed for, improving skills relevant to the medical profession. They included sports, action, adventure and shooting games and were used to help surgeons improve their laparoscopic psychomotor skills.
|Contact: Annette Whibley|