Exploring the Effects of Violent Video Games on Healthcare Trainees
Autor: | Kate L. Jansen, Chelsie Smyth, Karlie A. Krause |
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Rok vydání: | 2020 |
Předmět: |
business.industry
media_common.quotation_subject 05 social sciences Applied psychology 050301 education General Social Sciences Personal distress Empathy Burnout Computer Science Applications 0502 economics and business Health care Simulation gaming Psychology business human activities 0503 education Video game 050203 business & management media_common |
Zdroj: | Simulation & Gaming. 51:653-665 |
ISSN: | 1552-826X 1046-8781 |
DOI: | 10.1177/1046878120932298 |
Popis: | Background. The prevalence of video game play has continued to increase. Previous literature has suggested negative emotional consequences related to violent video game play, such as an increase in aggression and decrease in empathy. Healthcare providers require high levels of empathy to effectively work with patients. The purpose of this study was to explore the effects of video games on empathy on a sample of graduate-level healthcare trainees. Methods. A sample of 81 students on a healthcare campus completed a 30-item survey assessing video game habits and empathy levels. Participants were then placed into two groups (violent and non-violent) based on the amount of video game violence they are exposed to. Results. The results revealed no differences between healthcare trainees on overall empathy. A follow-up analysis examining individual subscales that comprise the overall empathy score, indicated the violent video game players had lower scores on the Personal Distress scale. Conclusion. Findings suggest that healthcare trainees who play violent video games do not experience decreased Empathic Concern or Perspective Taking, compared to individuals who do not play violent games. However, healthcare trainees who play violent video games indicated lower levels of Personal Distress. Given the intensity in healthcare settings, findings suggest violent video game play may be adaptive to healthcare trainees, as lower personal distress can lead to better decision-making and potentially prevent burnout. Further research is necessary to determine the role of video game play in healthcare professionals. |
Databáze: | OpenAIRE |
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