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


Sunter K., Dogan M. M., Yurttas M., Tuncer E., Metinol F., Coskun A. N., ...Daha Fazla

Surgical Practice, 2026 (ESCI, Scopus) identifier

  • Yayın Türü: Makale / Tam Makale
  • Basım Tarihi: 2026
  • Doi Numarası: 10.1111/1744-1633.70058
  • Dergi Adı: Surgical Practice
  • Derginin Tarandığı İndeksler: Emerging Sources Citation Index (ESCI), Scopus, EMBASE
  • Anahtar Kelimeler: laparoscopic surgery, minimally invasive surgery, robotic surgery, video game experience, video games
  • Ankara Üniversitesi Adresli: Evet

Özet

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 χ2 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.