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Full-Text Articles in Social and Behavioral Sciences
Virtual Into Verisimilitude: Videogames' Ability To Induce Empathy, Blake T. Bennett
Virtual Into Verisimilitude: Videogames' Ability To Induce Empathy, Blake T. Bennett
CMC Senior Theses
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 …