Association between video game experience and self‐reported surgical technique preferences among general surgeons in Türkiye: A cross‐sectional study

Abstract Background Minimally invasive surgery (MIS) has revolutionized surgical practice by reducing postoperative pain, hospital stay and complications while improving cosmetic and functional outcomes. However, these advantages come at the cost of requiring advanced visuospatial coordination and psychomotor skills. Previous studies have suggested that video game (VG) experience might positively influence the development of these abilities, offering potential relevance for surgical training and technique preference. Objective This study investigated the association between VG experience and the surgical technique preferences among general surgeons in Türkiye and explored whether prior gaming exposure is associated with self‐reported preference patterns related to MIS approaches. Methods A nationwide cross‐sectional survey was conducted among general surgeons in Türkiye. Data on the demographics, surgical practices and VG experiences of the participants were collected via a 12‐item questionnaire. Associations between VG exposure and surgical preferences were analysed using Pearson χ 2 or Fisher's exact tests, with Cramér's V calculated for effect size. A p ‐value of <0.05 was considered statistically significant. Results A total of 512 surgeons participated (67.4% male; 47.1% aged 30–39 years). VG experience was reported by 73% of respondents. Laparoscopic surgery was the preferred approach among surgeons with VG experience (52.4%) compared with non‐gamers (33.3%), whereas open surgery was favoured by non‐gamers (66.7%) ( p < 0.001). Similarly, VG players identified open surgery as the most challenging to learn (55.6%), while non‐gamers considered robotic surgery most difficult (44.9%) ( p < 0.001). Conclusion VG experience was linked to surgical technique preference, favoring MIS approaches. These findings suggest that VG experience is associated with a greater self‐reported preference for MIS approaches; however, objective psychomotor or visuospatial skills were not assessed in this survey. Further prospective studies incorporating objective performance metrics and longitudinal follow‐up are warranted to determine whether VG‐based interventions can enhance MIS skill development and inform modern surgical education strategies.

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Publication Details

Journal
Surgical Practice
Published
2026-03-02
DOI
https://doi.org/10.1111/1744-1633.70058
Primary Topic
Surgical Simulation and Training
Type
article
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article

Association between video game experience and self‐reported surgical technique preferences among general surgeons in Türkiye: A cross‐sectional study

Esra Tunçer, M. Kadir DOĞAN, Cihangir Akyol, Süleyman Çelik et al.
Surgical Practice
Surgical Simulation and Training
article

Association between video game experience and self‐reported surgical technique preferences among general surgeons in Türkiye: A cross‐sectional study

Esra Tunçer, M. Kadir DOĞAN, Cihangir Akyol, Süleyman Çelik, Kaan Sünter, Ahmet Emre Kaynak, Mehmet Ali Koc, Muhammed Yurttas, Ayse Naz Coskun, Fatma Metinol
article en

Abstract

Abstract Background Minimally invasive surgery (MIS) has revolutionized surgical practice by reducing postoperative pain, hospital stay and complications while improving cosmetic and functional outcomes. However, these advantages come at the cost of requiring advanced visuospatial coordination and psychomotor skills. Previous studies have suggested that video game (VG) experience might positively influence the development of these abilities, offering potential relevance for surgical training and technique preference. Objective This study investigated the association between VG experience and the surgical technique preferences among general surgeons in Türkiye and explored whether prior gaming exposure is associated with self‐reported preference patterns related to MIS approaches. Methods A nationwide cross‐sectional survey was conducted among general surgeons in Türkiye. Data on the demographics, surgical practices and VG experiences of the participants were collected via a 12‐item questionnaire. Associations between VG exposure and surgical preferences were analysed using Pearson χ 2 or Fisher's exact tests, with Cramér's V calculated for effect size. A p ‐value of <0.05 was considered statistically significant. Results A total of 512 surgeons participated (67.4% male; 47.1% aged 30–39 years). VG experience was reported by 73% of respondents. Laparoscopic surgery was the preferred approach among surgeons with VG experience (52.4%) compared with non‐gamers (33.3%), whereas open surgery was favoured by non‐gamers (66.7%) ( p < 0.001). Similarly, VG players identified open surgery as the most challenging to learn (55.6%), while non‐gamers considered robotic surgery most difficult (44.9%) ( p < 0.001). Conclusion VG experience was linked to surgical technique preference, favoring MIS approaches. These findings suggest that VG experience is associated with a greater self‐reported preference for MIS approaches; however, objective psychomotor or visuospatial skills were not assessed in this survey. Further prospective studies incorporating objective performance metrics and longitudinal follow‐up are warranted to determine whether VG‐based interventions can enhance MIS skill development and inform modern surgical education strategies.

Surgical Practice
Ankara University (TR), Sivas State Hospital (TR)
Quality Education
Openalex Percentile: Top 30%
Surgical Simulation and Training
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