2020
DOI: 10.1177/1046878120932298
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Exploring the Effects of Violent Video Games on Healthcare Trainees

Abstract: 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 complet… Show more

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Cited by 3 publications
(2 citation statements)
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References 30 publications
(58 reference statements)
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“…Longitudinal research conducted with a nationally representative sample of adults in the USA, for example, found that following the Boston Marathon bombing in 2013, greater exposure to graphic (i.e. bloody) images of the victims was associated with more severe symptoms of acute stress after concern about violent videogames, longitudinal research conducted in Singapore has found that adolescents who play them do not experience poorer mental health than their counterparts (Ferguson and Wang, 2021), while cross-sectional research conducted in the USA has found that graduate-level healthcare students who play them experience fewer symptoms of anxiety and discomfort when placed in tense or urgent settings (Krause, Smyth and Jansen, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Longitudinal research conducted with a nationally representative sample of adults in the USA, for example, found that following the Boston Marathon bombing in 2013, greater exposure to graphic (i.e. bloody) images of the victims was associated with more severe symptoms of acute stress after concern about violent videogames, longitudinal research conducted in Singapore has found that adolescents who play them do not experience poorer mental health than their counterparts (Ferguson and Wang, 2021), while cross-sectional research conducted in the USA has found that graduate-level healthcare students who play them experience fewer symptoms of anxiety and discomfort when placed in tense or urgent settings (Krause, Smyth and Jansen, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Kristoffer S. Fjællingsdal and Christian A. Klöckner (2020), in Green across the board: Board games as tools for dialogue and simplified environmental communication , use game nights and focus group interviews with 17 players to display the possibilities of environmental board gaming. Karlie A. Krause et al (2020) address one of the most debated topics in video gaming – game violence and its effects on players. Their Exploring the effects of violent video games on healthcare trainees , based on a survey with 81 students, argues that playing such games may in fact lower personal distress scores in certain professions.…”
mentioning
confidence: 99%