Medical training in virtual reality: a gamification approach

Abstract Medical education is one of the domains that is currently being widely investigated leveraging the capabilities offered by virtual reality (VR) systems. The appeal of such technology is based on the potential cost-effectiveness, portability, safety of training in simulated environments, and the ability to enable training without the need of supervision. One of the approaches that can be utilized during technology-mediated educational activities is gamification, i.e., the use of game design elements in non-game contexts. This approach has the ability to make learning fun, memorable and more effective, as demonstrated by a substantial body of literature. However, whereas a number of studies have investigated the ability of gamification-based VR systems in enhancing learning and training in various domains, the adoption of gamification approaches in VR medical training, and in particular surgical training, is a topic that has been largely overlooked. To bridge this gap, we first co-designed with a pool of urology surgeons a gamification-based VR system for the laser enucleation of the prostate. Subsequently, we conducted a user study with seventeen urology residents to assess the usability and user experience. Our results provide evidence that gamification in VR medical training systems is a valuable strategy to enhance surgical trainees outcomes and motivations. However, our findings also revealed that the lack of realism of the physical aspects involved in real operations, such as force and tactile feedback and visual deformations of the simulated tissues, can drastically hamper the experience that surgeons desire from a VR simulator.

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Publication Details

Journal
Virtual Reality
Published
2025-05-03
DOI
https://doi.org/10.1007/s10055-025-01159-4
Citations
5
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
17.22

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article

Medical training in virtual reality: a gamification approach

Federico Gentilini, Luca Turchet, Cesare Marco Scoffone, Sarah Malandra et al.
5 citations
Virtual Reality
Educational Games and Gamification
17.22
article

Medical training in virtual reality: a gamification approach

Federico Gentilini, Luca Turchet, Cesare Marco Scoffone, Sarah Malandra, Alessandro Antonelli, Alessandro Veccia
article en
5 citations

Abstract

Abstract Medical education is one of the domains that is currently being widely investigated leveraging the capabilities offered by virtual reality (VR) systems. The appeal of such technology is based on the potential cost-effectiveness, portability, safety of training in simulated environments, and the ability to enable training without the need of supervision. One of the approaches that can be utilized during technology-mediated educational activities is gamification, i.e., the use of game design elements in non-game contexts. This approach has the ability to make learning fun, memorable and more effective, as demonstrated by a substantial body of literature. However, whereas a number of studies have investigated the ability of gamification-based VR systems in enhancing learning and training in various domains, the adoption of gamification approaches in VR medical training, and in particular surgical training, is a topic that has been largely overlooked. To bridge this gap, we first co-designed with a pool of urology surgeons a gamification-based VR system for the laser enucleation of the prostate. Subsequently, we conducted a user study with seventeen urology residents to assess the usability and user experience. Our results provide evidence that gamification in VR medical training systems is a valuable strategy to enhance surgical trainees outcomes and motivations. However, our findings also revealed that the lack of realism of the physical aspects involved in real operations, such as force and tactile feedback and visual deformations of the simulated tissues, can drastically hamper the experience that surgeons desire from a VR simulator.

Virtual RealityVol. 29(2)
University of Verona (IT), University of Trento (IT)
Università degli Studi di Trento, Provincia Autonoma di Trento
Openalex Percentile: Top 1%
Educational Games and Gamification
17.22
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