Observers versus agents: Divergent associations of video versus game use with empathy and social connectedness
Abstract
Purpose
The purpose of this paper is to explore whether distinctive modes (observation vs control) of presenting diverse content differentially influence users. To achieve this goal, The authors first conceptualize empathy as social cognition and discuss the possible psychological mechanisms for divergent associations between observation-based media (i.e. video media) and control-based media (i.e. game media).
Design/methodology/approach
In total, 300 adults (150 females) participated in this study through an online survey.
Findings
Time spent with video media (television and film) was positively associated with empathy, which in turn was associated with enhanced social connectedness. However, time spent on game media (video games, computer games, and smartphone games) was negatively associated with empathy, which in turn was associated with inferior social connectedness.
Originality/value
While previous studies on the effects of media have focussed mainly on content, the present study focusses on the effects of mode. The mode-focussed approach presents evidence contradictory to the content-focussed approach.
Keywords
Citation
Ahn, D. and Shin, D.-H. (2016), "Observers versus agents: Divergent associations of video versus game use with empathy and social connectedness", Information Technology & People, Vol. 29 No. 3, pp. 474-495. https://doi.org/10.1108/ITP-07-2014-0152
Publisher
:Emerald Group Publishing Limited
Copyright © 2016, Emerald Group Publishing Limited