The Effects of Video Game Warm-up on EyeSi Surgical Simulator Performance

Study Overview
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Brief Summary
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This study will examine the history of video game use an activities of manual dexterity with the scored skills used in the Eyesi surgical simulator. Subjects will be asked to participate in video games or no video games prior to testing skills in Eyesi to examine training effects of video game participation and changes in manual dexterity.

Detailed Description
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A popular crossover fighting video game released in 2001 for the Nintendo Gamecube that emphasizes reflexes and dexterity to perform specific maneuvers will be used in this study as a potential dexterity trainer. The Eyesi is a training device utilized in many ophthalmology residency training programs to improve intraocular operative skills. The EyeSi is a validated training tool that uses high-end virtual reality that can be equipped with instrumentation for cataract or vitreoretinal surgery. The device itself consists of eyepieces that replicate a surgical scope, a mannequin head where handpiece probes can be inserted and position tracked to virtually recreate a surgical environment. The simulator also has a monitor that can be used to see the surgical simulator environment. As part of the software, numerous training tasks and exercises are available programmed into the device. These exercises utilize numerous metrics such as distance traveled, tissue treatment, efficiency, instrument handing, and others to provide the user with a raw score out of 100 for each task. Subjects will then be asked to complete a manual dexterity questionnaire including history of video game use as well as tasks demonstrating manual dexterity ability such as the ability to play a musical instrument. Participants will then be randomized to the intervention group or the control group. The intervention group will be asked to play 10 minutes of the Gamecube game Super Smash Brothers Melee as their warm-up prior to completing the EyeSi surgical tasks of navigation, forceps, and bimanual with their scores collected and averaged across all tasks. The control group will complete the EyeSi surgical tasks of navigation, forceps, and bimanual with their scores collected and averaged, but will not perform a warm-up task. Planned statistical analysis will include an average of total scores across navigation, forceps, and bimanual tasks. Chi square analysis will then be utilized to determine any statistical significance between intervention and control groups. Simulator scores will also be associated with questionnaire responses and simple linear regression will be used for analysis.

Official Title
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The Effects of Video Game Warm-up on EyeSi Surgical Simulator Performance

Conditions
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High Fidelity Simulation Training

Intervention / Treatment
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* Other: Super Smash Brothers Melee (Gamecube)


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: UTMB Medical student volunteers who respond to email invitation to participate 18-40 years of age inclusive Exclusion Criteria: Prior experience with EyeSi surgical simulator Not a UTMB Medical Student Not between 18-40 years of age inclusive

Ages Eligible for Study
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Minimum Age: 18 Years
Maximum Age: 40 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Other
Allocation: Randomized
Intervention Model: Parallel Assignment
Interventional Model Description: Non-blinded parallel examination of training or non-training effect of video game participation prior to Eyesi surgical simulator evaluation.
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Video Game Trained<br>Subjects will participate in video gaming for 10 minutes prior to Eyesi simulator test of surgical skills. | Other: Super Smash Brothers Melee (Gamecube)<br>* 10 minutes of participation in Super Smash Brothers Melee prior to Eyesi Surgical Simulator evaluation of skills.<br>|
| No Intervention: No Video Game Training<br>No video gaming will occur for warm up to Eyesi simulator test of surgical skills | |

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Video Game training effect on Eyesi Surgical Simulator Scores | Planned statistical analysis will include an average of total scores across navigation, forceps, and bimanual tasks. Chi square analysis will then be utilized to determine any statistical significance between intervention and control groups. | 30 minutes | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Training effect of manual dexterity activities on Eyesi Surgical Simulator Scores as reported in questionnaire. | Subjects will then be asked to complete a manual dexterity questionnaire including history of video game use as well as tasks demonstrating manual dexterity ability such as the ability to play a musical instrument. Simulator scores will be associated with questionnaire responses and simple linear regression will be used for analysis. | 30 minutes | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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training effect, bimanual dexterity, surgical skills, ophthalmology