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Message: file_get_contents(https://...@gmail.com&api_key=61f08fa0b96a73de8c900d749fcb997acc09&a=1): Failed to open stream: HTTP request failed! HTTP/1.1 429 Too Many Requests
Filename: helpers/my_audit_helper.php
Line Number: 197
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File: /var/www/html/application/helpers/my_audit_helper.php
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Function: file_get_contents
File: /var/www/html/application/helpers/my_audit_helper.php
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Function: simplexml_load_file_from_url
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Function: getPubMedXML
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Function: pubMedSearch_Global
File: /var/www/html/application/controllers/Detail.php
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Function: pubMedGetRelatedKeyword
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Function: require_once
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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.
Download full-text PDF |
Source |
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http://www.ncbi.nlm.nih.gov/pmc/articles/PMC12398304 | PMC |
http://dx.doi.org/10.7759/cureus.89087 | DOI Listing |