Análisis del desempeño de empatía a un grupo de niños a través de un videojuego

The objective of this research is to identify if there is a relationship between the empathy evaluated in two tests called empathy for pain and conflict resolution vs the Video Game 2.0. To this end, a descriptive study was established for a group of 14 randomly selected children belonging to an edu...

Full description

Autores:
Correa Ramírez, Yennifer
Tipo de recurso:
Fecha de publicación:
2019
Institución:
Universidad de San Buenaventura
Repositorio:
Repositorio USB
Idioma:
spa
OAI Identifier:
oai:bibliotecadigital.usb.edu.co:10819/7545
Acceso en línea:
http://hdl.handle.net/10819/7545
Palabra clave:
Videojuego
Empatía
Resolución de conflictos
Cognición social
Video game
Empathy
Conflict resolution
Social cognition
Desarrollo infantil - Investigaciones
Emociones y cognición
Desarrollo emocional
Rights
License
Atribución-NoComercial-SinDerivadas 2.5 Colombia
Description
Summary:The objective of this research is to identify if there is a relationship between the empathy evaluated in two tests called empathy for pain and conflict resolution vs the Video Game 2.0. To this end, a descriptive study was established for a group of 14 randomly selected children belonging to an educational institution in the city of Cali. The research was approached from the concepts of empathy, social cognition, videogaming and conflict resolution. The conceptual reference that supports this research was taken from the theory of Caillois (1997), in relation to the concept of reality vs. fiction and different investigations for the concept of empathy. Methodologically an analytical empirical study was carried out, with descriptive scope, making use of the tool that evaluates executive functions and social interaction, called visor 2.0. SPSS, statistical software that offers data collection techniques, was used to analyze the data. The findings allow us to conclude that if there is a similarity between the subject's real life and virtual reality, there was also a significant relationship between empathy and the negative interactions evaluated in the video game visor 2.0.