The Effects of Playing Versus Watching an Interactive Video Game Featuring an Older Adult Protagonist on State Empathy and Ageism Reduction.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-08-02 DOI:10.1089/g4h.2024.0090
Jeffrey Tsifan Tseng, Jorge Peña
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Abstract

This study tested how increased modality interactivity (e.g., playing vs. watching a game) can augment empathy and reduce ageism toward older adults among college-aged students. An experiment (n = 201) examined the effects of playing a video game that featured an older adult protagonist. Relative to those who spectated the game, participants who played the game had increased state empathy on subfactors, including shared affect, empathic motivation, and helping motivation. Moreover, shared affect mediated the link between playing a game featuring an older adult protagonist and ageism. Participants with higher trait empathy showed lower state empathy after playing, whereas participants with lower trait empathy displayed increased post-game state empathy. Overall, the results supported the modality interactivity model suggesting fruitful avenues for future research.

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玩与看以老年人为主角的互动视频游戏对国家同情心和减少年龄歧视的影响。
本研究测试了增加模式互动性(如玩游戏与看游戏)如何增强大学生对老年人的同理心并减少他们的年龄歧视。实验(n = 201)考察了玩一款以老年人为主角的视频游戏的效果。与观看游戏的人相比,玩游戏的参与者在共同情感、移情动机和帮助动机等子因素上的状态移情有所增加。此外,共同情感在玩以老年人为主角的游戏与年龄歧视之间起到了中介作用。特质移情较高的参与者在游戏后表现出较低的状态移情,而特质移情较低的参与者在游戏后表现出较高的状态移情。总之,研究结果支持模式互动模型,为今后的研究提供了富有成效的途径。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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