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共创电子竞技互动项目对医护专业学生对早发性痴呆症患者同理心的影响:一项试点研究。

Effect of a Co-created Esports Interaction Program on Healthcare Professional Students' Empathy Toward People With Early-Onset Dementia: A Pilot Study.

作者信息

Okuyama Kohei, Hamayoshi Miho, Abe Megumi, Yasumoto Atsuko

机构信息

Department of Physical Therapy, Bukkyo University, Kyoto, JPN.

Department of Nursing, Bukkyo University, Kyoto, JPN.

出版信息

Cureus. 2025 Jul 30;17(7):e89087. doi: 10.7759/cureus.89087. eCollection 2025 Jul.

Abstract

BACKGROUND

Although empathy is crucial for the care of people with early-onset dementia (EOD), effective educational methods to cultivate it in healthcare professional students are not fully developed. This study evaluates a novel program using co-created esports to foster empathy.

OBJECTIVE

This study aimed to investigate the potential effect of a co-created esports interaction program with people with EOD on the empathy of healthcare professional students.

METHODS

In this single-group pre-post study, 35 healthcare professional students participated in a six-month program, conducted at Bukkyo University and Sanga Stadium by KYOCERA - e‑Sports Zone (Sky Field) in Kyoto, Japan. The program involved collaboratively planning and engaging in esports activities with people with EOD. Empathy was assessed before and after the program using the Jefferson Scale of Empathy for Health Profession Students (JSE-HPS). Pre- and post-program scores were compared using a paired t-test.

RESULTS

The total JSE-HPS score significantly increased from 109.74 ± 12.72 to 117.69 ± 10.12 (t(34) = 4.03, p < 0.001). A sub-analysis revealed a significant improvement in the "Compassionate Care" subscale (p < 0.001), an indicator of emotional empathy. However, no significant changes were found in the cognitive empathy subscales, "Perspective-Taking" and "Walking in Patient's Shoes."

CONCLUSIONS

A participatory interaction program centered on a co-created, enjoyable activity such as esports may enhance emotional, but not cognitive, empathy in healthcare professional students toward people with EOD. Inclusive, activity-based educational models therefore hold promise for fostering compassionate care, while targeted strategies are still needed to strengthen cognitive empathy.

摘要

背景

尽管同理心对于早发性痴呆症(EOD)患者的护理至关重要,但在医护专业学生中培养同理心的有效教育方法尚未完全开发出来。本研究评估了一个使用共同创作的电子竞技来培养同理心的新项目。

目的

本研究旨在调查与EOD患者共同创作的电子竞技互动项目对医护专业学生同理心的潜在影响。

方法

在这项单组前后测研究中,35名医护专业学生参加了一个为期六个月的项目,该项目由日本京都的京瓷电子竞技区(天空场地)在佛教大学和桑加体育场开展。该项目包括与EOD患者合作规划并参与电子竞技活动。在项目前后使用杰斐逊医护专业学生同理心量表(JSE-HPS)评估同理心。使用配对t检验比较项目前后的得分。

结果

JSE-HPS总分从109.74±12.72显著提高到117.69±10.12(t(34)=4.03,p<0.001)。一项子分析显示,作为情感同理心指标的“同情护理”子量表有显著改善(p<0.001)。然而,在认知同理心子量表“换位思考”和“设身处地为患者着想”中未发现显著变化。

结论

以共同创作的、有趣的活动(如电子竞技)为中心的参与式互动项目可能会增强医护专业学生对EOD患者的情感同理心,但不会增强认知同理心。因此,包容性的、基于活动的教育模式有望培养同情护理,而仍需要有针对性的策略来加强认知同理心。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/64dd/12398304/2c46b0a09572/cureus-0017-00000089087-i01.jpg

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