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Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
Scoping Literature Review of Digital Empathy Games in Healthcare Education and Training
Ruaridh Dall1, Paul Bond1, George Cherukara2
1Institute of Dentistry, University of Aberdeen, Aberdeen, UK.
Introduction:
The study of serious games and their ability to develop empathy in users is a developing area of research. Empathy is recognised as being important to the practice of patient-centered healthcare and is associated with improved treatment outcomes. Understanding the breadth of information available on the relationship between serious game use and empathy within healthcare education and training may help reveal the suitability of the medium for further refinement in dental education.
Methods:
A scoping review of the literature was undertaken to find relevant publications. The following databases were searched using keywords related to empathy, games and healthcare: APA PsycInfo, Embase, IEEExplore, Google Scholar, OVID Medline, and Web of Science.
Results:
2587 search results were returned and 21 publications were identified for inclusion in the review.
Discussion:
Patient experience simulations are a popular method for digital games to show healthcare personnel the lives of their patients, and games can be used to simulate empathic communication in clinical settings. Commercial digital games can be utilised to develop empathy in healthcare trainees, and exposure to violent digital games or playing in an unethical style does not negatively impact the empathy of healthcare trainees. No studies were found related to dental education.
Conclusion:
Digital games have a potential role in increasing the empathy of users in healthcare training and education, but more research is indicated.
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