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A systematic review of video game interventions in technical skills training
Poster Abstract

Aims

Endoscopy, laparoscopy, and robotic surgery share similar training difficulties; new hand movements and interpretation of real-life three-dimensional environments on two-dimensional screens. Such adjustments overlap with video gaming which may offer repeated, low-stakes opportunities to develop the common psychomotor, visuo-spatial, and perceptual speed abilities. Whether this skill transferability may be harnessed as a training adjunct for procedural novices is the subject of multiple studies to date. This systematic review aims to summarise and analyse the evidence for the use of video game interventions in training clinical technical skills.

Methods

A systematic search of PUBMED, EMBASE, CINAHL, and SCOPUS was performed using a combination of MeSH/Emtree/CINAHL/free terms. The searches were formulated using the Population (novice proceduralists), Intervention (video gaming), Comparator (any), Outcome (procedural performance) (PICO) framework. Peer review of the electronic search strategy was performed prior to search performance on October 1st, 2025. Citation searching was also performed. Inclusion criteria were full published English language texts, of prospective nature, including videogame intervention(s), aimed at procedural competency, involving healthcare professionals in training or service. Texts were excluded if no procedural assessment was performed, or medical content focused serious games were used in the intervention. Risk of bias in studies was assessed using Cochrane’s ROB2 and ROBINS-I V2 tools for randomised and non-randomised studies respectively. Studies determined to be at high or serious/critical risk of bias were excluded. The systematic review was performed in accordance with PRISMA guidelines. The review was registered on PROSPERO (CRD420251159486).

Results

1418 records were identified. Following the removal of duplicates (451), abstract screening (886), eligibility evaluation (55), and bias assessment (9), seventeen records were included in the review. Two included studies pertain to endoscopy. The remainder relate to laparoscopy (9), microsurgery (3), bronchoscopy (1), suturing (1), and ultrasound (1). Narrative synthesis was performed owing to the heterogeneity of study designs and outcome measures. Two study approaches were identified; the use of video games for task warm-up, and the use of video games as non-procedural training. Of five studies using videogames for task warm-up, four demonstrated positive result elements. Positive results have been demonstrated in the contexts of both task naivety and prior exposure. Eight of twelve studies using video games as non-procedural training demonstrated positive result elements. Of all included studies, only one study included patient-based assessment. Seven studies tested clinicians, with the remainder involving students only. The Nintendo Wii was the most utilised console, used in six of seventeen studies. 

Conclusions

By comparison to surgical skills, there is a dearth of quality literature on the use of video games to aid the performance of novice endoscopists. Videogames have been repeatedly demonstrated to benefit technical skills performance, in the context of procedural warm-up and training. More high-quality studies are needed in endoscopy to determine if videogames may lead to improved performance. Additionally, studies are required on the transferability of skills to patient based clinical performance.