Evidence map›Paper›PMID 41337749›Full record

Observational studyJMIR formative research2025

Impact of the Practice of Playing Video Games on Technical Skills Development in Preclinical Dental Education: Preliminary Cross-Sectional Observational Study.

Roselyne Clouet, Thomas Remaud, Camille Boeffard, Samuel Serisier, Alexis Gaudin, Tony Prud'homme

Abstract readObservational Study
In one paragraph

Observational study in JMIR formative research, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Roselyne Clouet *Service d'Odontologie (UIC11), Centre hospitalier universitaire de Nantes, Nantes Université, Nantes, France.ORCID 0009-0002-1580-9366
Thomas Remaud *Service d'Odontologie (UIC11), Centre hospitalier universitaire de Nantes, Nantes Université, Nantes, France.ORCID 0009-0009-6527-1809
Camille BoeffardService d'Odontologie (UIC11), Centre hospitalier universitaire de Nantes, Nantes Université, Nantes, France.ORCID 0000-0001-9814-9935
Samuel SerisierRegenerative Medicine and Skeleton (UMR 1229), Centre hospitalier universitaire de Nantes (INSERM), Nantes Université, Nantes, France.ORCID 0000-0002-5702-1350
Alexis Gaudin *Regenerative Medicine and Skeleton (UMR 1229), Centre hospitalier universitaire de Nantes (INSERM), Nantes Université, Nantes, France.ORCID 0000-0003-4139-8927
Tony Prud'homme *Regenerative Medicine and Skeleton (UMR 1229), Centre hospitalier universitaire de Nantes (INSERM), Nantes Université, Nantes, France.ORCID 0000-0003-4920-4007

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundVideo games are becoming increasingly accessible and occupy a prominent position among students' leisure activities. Recent studies have demonstrated that engagement with video games can facilitate the development of specific abilities, such as visuospatial skills and hand-eye coordination. Thus, it seemed relevant to investigate whether the practice of playing video games could enhance the technical capabilities of novice dental students.

objectiveThe objective of this study was to ascertain whether dental students who identified themselves as video game players exhibited differences in fundamental technical skills in comparison to students who identified as nonplayers. This preliminary study aimed to validate the methodology and measurement tools for a subsequent prospective study.

methodsSecond-year dental students who were novices in the field of preclinical dental practice were divided into 2 groups: one designated nonplayers and the other players. The visual, motor, and cognitive coordination of the students was assessed using 3 different tests. The initial assessment focused on evaluating spatial ability, while the subsequent assessments addressed arm-hand coordination and the velocity of execution. The study data were collected in September 2021.

resultsThis study included 92 second-year dental students (mean age 19.49, SD 0.8 years). Thirty-seven students were placed in the player group (40%), while 55 were placed in the nonplayer group (60%). The findings showed no statistically significant differences between the two groups when the 3 distinct tests were administered. The nonplayer group made fewer mistakes on the test evaluating spatial ability (P=.051) and achieved a higher score on the modified Precision Manual Dexterity Test, which evaluates arm-hand coordination, compared to the player group (P=.17), but without statistical significance. The nonplayer group took more time to perform the pulpotomy during the third test, which evaluated execution speed, compared to the player group, again without significance (P=.87).

conclusionsThis study did not demonstrate significant differences between player and nonplayer dental students who participated in the study with regard to their fundamental technical abilities in a preclinical training environment. Nevertheless, it validated the feasibility of a methodology for a future longitudinal study to concentrate on the evolution of acquiring technical skills during preclinical training in these two populations. Consequently, further investigation is warranted to determine the potential impact of video games on the acquisition of surgical skills, including in dentistry.

Indexed as

Education, DentalStudents, DentalVideo GamesClinical CompetenceCross-Sectional StudiesFemaleHumansMaleMotor SkillsProspective StudiesYoung Adultdental educationpreclinical trainingsimulationsurgical educationvideo games

Identifiers

PMID41337749
PMCPMC12712560

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.