Year: 2012
Type: dissertation
Abstract: The current study seeks to link traditional forms of empathy induction with new research that suggests videogames can be used as an experiential method of induction. One hundred-nine college students, sixty-four females and forty-six males, were used in a 2x2x2 design, the independent variables being prosocial/neutral videogame, empathic/neutral instructions, and gender. Dependent variables were both questionnaire responses to a fictional story and an opportunity to be realistically altruistic. Participants played either a prosocial or neutral videogame, received either empathic or neutral reading instructions, and then read a vignette depicting a difficult situation faced by the writer. They then rated their reactions on a 7-point Likert scale before being asked to donate time to a local charity. A marginally significant result of gender was found in that females generally responded more strongly than males, and no other results were significant. These finding were different than previous research.
Author: Blake T. Bennett
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
SDG: Gender equality
Open Access status: green
OpenAlex ID: W1530282814
