Emotional intelligence (EI) enhances workplace well-being, facilitates the solution of nursing team conflicts, and improves patient care and satisfaction. For nursing students, developing EI is essential to address professional challenges. Investing in EI fosters a compassionate care culture. The purpose of this study was to analyze the experiences of undergraduate nursing students with a virtual reality videogame based on serious games. This was a qualitative descriptive study. Data were collected through 12 non-structured interviews in July 2023. Purposive sampling was used: 12 students were involved in the project and played the virtual reality game. Thematic analysis was based on Braun and Clarke’s methodology. Four themes emerged: “keyword: positive” (1), “experienced emotions” (2), “goal: finish the game” (3), and “difficulties encountered” (4). Virtual reality could be used to prepare students to manage emotions, they will likely experience in real hospital settings.

The Experience of Nursing Students in Using a Virtual Reality Game Based on Emotions: A Qualitative Study

Francesca Napolitano;Lara Delbene;Roberta Centanaro;Gianluca Catania;Milko Zanini;Giuseppe Aleo;Alessandra Franco;Martina Barbieri;Martina Bariola;Loredana Sasso;Annamaria Bagnasco
2025-01-01

Abstract

Emotional intelligence (EI) enhances workplace well-being, facilitates the solution of nursing team conflicts, and improves patient care and satisfaction. For nursing students, developing EI is essential to address professional challenges. Investing in EI fosters a compassionate care culture. The purpose of this study was to analyze the experiences of undergraduate nursing students with a virtual reality videogame based on serious games. This was a qualitative descriptive study. Data were collected through 12 non-structured interviews in July 2023. Purposive sampling was used: 12 students were involved in the project and played the virtual reality game. Thematic analysis was based on Braun and Clarke’s methodology. Four themes emerged: “keyword: positive” (1), “experienced emotions” (2), “goal: finish the game” (3), and “difficulties encountered” (4). Virtual reality could be used to prepare students to manage emotions, they will likely experience in real hospital settings.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11567/1258221
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