Haptic Virtual Reality Training for Combined Spinal-Epidural Anesthesia in Anesthesiology Trainees: Prospective Randomized Controlled Pilot Trial.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-10-08 DOI:10.2196/92207
Huihong Xie, Weiwei Lin, Yinjie Zheng, Mingxue Lin, Xiaobin Fang, Simeng Ma, Fu-Shan Xue, Xiaochun Zheng, Danfeng Wang, Fei Gao
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引用次数: 0

Abstract

Background: Combined spinal-epidural (CSE) anesthesia is a complex psychomotor skill requiring precise tactile discrimination. Traditional manikin-based training may be limited by degraded haptic fidelity and inconsistent tissue feedback. Whether skills acquired through haptic virtual reality (VR) training transfer to supervised clinical procedures remains uncertain.

Objective: This study assessed the feasibility and early clinical application of CSE skills after high-fidelity haptic VR training in junior anesthesiology trainees vs traditional manikin-based training.

Methods: We conducted a single-center, prospective, parallel-group, randomized, and outcome assessor-blind pilot trial. A total of 20 fifth-year anesthesiology interns with minimal neuraxial experience were randomly assigned (1:1) by an independent investigator using a card draw to a standardized 7-day curriculum with either a traditional manikin (control group [CG], n=10) or a haptic-VR simulator (simulator group [SG], n=10). SG trainees performed repeated punctures on the haptic-VR CSE Teaching Platform, whereas the CG trainees practiced the CSE procedure on a lumbar puncture manikin. Both interventions were delivered face-to-face in a simulation laboratory by experienced instructors. During training, each trainee performed 1 supervised CSE on a patient. Clinical performance was video recorded and assessed by blinded experts. The primary outcome was the 0 to 100 total clinical performance score, rated by 2 assessors. Secondary outcomes included domain-specific scores, procedural time, puncture-angle adjustments, first-attempt success rate, and adverse events within 24 hours.

Results: All 20 trainees completed training and clinical assessments and were included in the intention-to-treat analysis. Overall scores were higher in the SG than in the CG (mean difference 4.50 points, 95% CI 1.85-7.15; P=.002). The SG had higher scores for tactile-dependent skills, including recognition by bubble compression (mean difference 1.90 points, loss of resistance 95% CI 1.14-2.66; P<.001) and ligamentum flavum penetration (mean difference 1.90 points, 95% CI 1.18-2.62; P<.001), but lower aseptic technique compliance (mean difference -1.40 points, 95% CI -2.00 to -0.80; P<.001). The SG trainees had a shorter time to ligamentum flavum breakthrough, fewer passive angle adjustments, and more active adjustments. The first-attempt success rate was higher but imprecisely estimated. Primary-outcome interrater reliability was excellent (average-measures intraclass correlation coefficient of 0.977). No significant adverse events occurred.

Conclusions: Compared with traditional manikin training, haptic-VR training yielded higher overall clinical performance and better tactile-dependent CSE skills during the first supervised patient procedure, whereas manikin training better supported aseptic practice. By evaluating posttraining performance in patients rather than only in simulation, this study extends VR research toward early clinical skill transfer and suggests that the 2 modalities may develop complementary components of procedural competence. In practice, these findings support a blended CSE curriculum in which VR is used for repeated tactile and needle-control training and manikin-based simulation for aseptic preparation and procedural workflow; this approach should be evaluated in larger trials.

触觉虚拟现实训练在麻醉学受训者脊髓-硬膜外联合麻醉中的应用:前瞻性随机对照试验。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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