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Aim To explore surgeon and surgical trainee perceptions to gamification in surgical simulation training. Method A mixed-methods questionnaire, generated through steering-group expert consensus, was conducted nationally with surgically inclined medically trained professionals, ranging from medical student to consultant grade. Results 20 participants (70% male) were surveyed. 70% were aged 25-35, 25% aged <25, 5% aged 36-45. Gamification meant “making something like a game” to the majority of participants. Minor themes included the ideas of “fun” and “rewards” or “points”. 10% had “no idea”. 90% had used games for fun previously. For 65%, this was via a mobile platform, while for ≥75% this was via console. 90% self-report as very or extremely competitive. 100% think the use of gaming platforms of virtual simulators are useful for surgical training. 90% think gaming platforms or virtual simulators are useful for warming up before performing a procedure. The most common reasons for this were: it's a patient “safe environment”, “fun”, improving and theatre competition. The commonest reason against was no protected time. 80% think competition on simulators would improve the motivation to practise in a virtual environment during/after their learning curve. Aspects of surgical training thought beneficial to gamify were technical skills and laparoscopic surgery. ≥60% of participants would want to see gamification achieved through leader boards/competition, tiered task difficulty and/or task based incentives. Conclusions Gamification is perceived as useful in surgical simulation training and for warming up, due to it offering a patient safe environment and fun. Barriers include a lack of protected time.
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Shoker et al. (2024) studied this question.
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