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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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,
  • Lisa Gomes,
  • Loredana Sasso,
  • Annamaria Bagnasco

摘要

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.