Evidence map›Paper›PMID 39946691›Full record

ArticleJMIR serious games2025

Exploring Nursing Students' Experiences of Empathy and User Experiences in an Immersive Virtual Reality Simulation Game: Cross-Sectional Study.

Jaana-Maija Koivisto, Sanna Kämäräinen, Katri Mattsson, Satu Jumisko-Pyykkö, Riikka Ikonen, Elina Haavisto

Abstract read
In one paragraph

Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed.

  1. Article
  2. Article
  3. Article
  4. Review
  5. Article
  6. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Jaana-Maija Koivisto *Department of Public Health, Faculty of Medicine, University of Helsinki, Helsinki, Finland.ORCID https://orcid.org/0000-0001-5846-9360
Sanna Kämäräinen *Department of Health Sciences/Nursing Science, Faculty of Social Sciences, Tampere University, Tampere, Finland.ORCID https://orcid.org/0009-0004-8595-8716
Katri MattssonDepartment of Health and Well-Being, Turku University of Applied Sciences, Turku, Finland.ORCID https://orcid.org/0000-0003-3013-917X
Satu Jumisko-PyykköDepartment of HAMK Tech, Häme University of Applied Sciences, Hämeenlinna, Finland.ORCID https://orcid.org/0000-0002-5370-359X
Riikka IkonenDepartment of Health Sciences/Nursing Science, Faculty of Social Sciences, Tampere University, Tampere, Finland.ORCID https://orcid.org/0000-0003-1526-3463
Elina HaavistoDepartment of Health Sciences/Nursing Science, Faculty of Social Sciences, Tampere University, Tampere, Finland.ORCID https://orcid.org/0000-0002-9747-1428

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundEmpathy is associated with better clinical outcomes and patient-care experiences, and it has been demonstrated that training can improve nursing students' empathy. The use of virtual reality (VR) as an experiential learning strategy may increase the empathetic behavior of caregivers. Although much research exists on the use of VR in education, there is still little research on learning empathy in nursing education through immersive VR games that include a head-mounted display and hand controllers. In addition, it is important to study both learning and user experiences in nursing education that utilizes VR technology.

objectiveThis study aims to explore nursing students' experiences of empathy and user experiences in an immersive VR simulation game.

methodsA cross-sectional design was used. A total of 52 graduating nursing students from 3 universities of applied sciences in Finland participated in the study. The immersive VR simulation game employed in the study was played with a head-mounted display and hand controllers. The instruments used were the Basic Empathy Scale in Adults (BES-A) before the VR simulation gaming session and the Comprehensive State Empathy Scale (CSES) and AttrakDiff 2.0 Scale after the session.

resultsThe students' overall level of empathy experienced in the immersive VR simulation game was favorable (CSES; mean 2.9, SD 0.57). Participants who had a higher level of empathy (BES-A) before playing the immersive VR simulation game also experienced slightly more feelings of empathy after playing (CSES). However, the association between the measures was not statistically significant (r=0.187, P=.18). The overall empathy (CSES) experienced in the immersive VR simulation game was positively correlated with its subscales. The use of the VR simulation provided a positive user experience in all 4 factors of the AttrakDiff 2.0 Scale. Overall User Experience and Emotion Sharing correlated negatively (r=-0.248, P=.042), as did Attractiveness and Emotion Sharing (r=-0.327, P=.018). Hedonic Quality Stimulation correlated negatively with Cognitive Empathy (r=-0.279, P=.045).

conclusionsThe results of this study indicate that the use of an immersive VR simulation game in nursing education as a means of increasing empathy seems promising and justified. The immersive VR simulation game offered positive user experiences, which further supported the idea of implementing it in education. However, more research is needed on what kinds of VR environments are the most effective in promoting empathy among nursing students. Furthermore, when using VR technology in learning, one should consider that the VR setting must not be too technical but rather simple, straightforward, and predictable.

Indexed as

cross sectionaleducationempathylearningnursingsimulationuser experiencevirtual reality

Identifiers

PMID39946691
PMCPMC11888114

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.