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Observers versus agents: Divergent associations of video versus game use with empathy and social connectedness

Dohyun Ahn (Department of Journalism and Mass Communication, Jeju National University, Jeju, South Korea)
Dong-Hee Shin (School of Media and Communication, Chung-Ang University, Seoul, Korea)

Information Technology & People

ISSN: 0959-3845

Article publication date: 1 August 2016

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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

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Emerald Group Publishing Limited

Copyright © 2016, Emerald Group Publishing Limited

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