The mere mention of Xbox 360 , PS3 and Nintendo Wii in front of some parents can raise their hackles because they see these video game systems as a source of distraction and bad influence on their children. Parents have complained that their children’s academic achievement has suffered with the availability of video games in the household. However some might say it depends. A study from New York examined the association between television, movie and video game exposure and school performance in 4508 middle school students (grades 5-8) in the Northeastern United States (Pediatrics 2006; 118: e1061-1070). Among other things, they looked at weekday and weekend television and video screen time, cable movie channel availability and television content. The study found that the odds of poorer school performance increased with increasing weekday exposure to the media. Interestingly, weekend screen time and video game use were not associated with school performance.
While video games may be the bane of some parents’ life, they have found a niche in the medical world. For example, video games have been used for distraction and behaviour modification therapy. A study from New Jersey Medical School recently evaluated the effectiveness of a hand-held video game in reducing pre-operative anxiety in children undergoing outpatient surgery (Paediatr Anaesth 2006; 16:1019 – 1027). One hundred and twelve children were randomly assigned to three groups: parent presence (PP), PP + a hand-held video game and PP + a sedative given > 20 minutes before entering the operating room (MPP). Children who had a video game did not experience an increase in anxiety before they were given anaesthesia. Children in the PP and MPP groups all experienced a significant increase in their anxiety level. Indeed the effectiveness of video games in distracting children around the time of being given anaesthesia has led to the development of a device called PediSedate® (Paediatr Anaesth 2007; 17: 162 -166). This device is essentially a video game with a head set which allows the child to listen to the audio portion of the game. However, there is a nasal piece from the headset which allows the administration of nitrous oxide in oxygen to the child while he is playing the game. The inhaled nitrous oxide sedates the child while he is being distracted by the video game.
‘I am not addicted. I am honing my surgical skills!’ That would be the ultimate excuse for every video game player being accused of spending too much time on the console. A recent study from Beth Israel Medical Center (Arch Surg 2007; 142: 181 – 186) examined the potential link, in trainee surgeons, between video game play and laparoscopic surgical skill and suturing (keyhole surgery). Thirty three surgeons participated in the Rosser Top Gun Laparoscopic Skills and Suturing Program and they completed three different video game exercises (Top Gun). The study showed that surgeons who had a past history of video game play of > 3 hrs / wk completed Top Gun with 37% fewer errors and completed it 27% faster than those who played < 3 hrs / wk. Those who are current video game players made 32% fewer errors, performed 24% faster and scored 26% better overall than their non-playing colleagues.
Like flight simulators, video games are being used in simulators to help train surgeons in performing certain operations. However, these games are no substitute for experience gained in performing the real thing. Simulators still cannot provide tactile feed back to the surgeon during an operation. A surgeon not only relies on what he sees but also what he feels during an operation in order to do his job. Simulators can help to reduce the learning time but can’t replace the real thing yet!
