OCR Output

118 | Digital Media and Storytelling in Higher Education

Gupta et al. (2021) investigated whether there is an association between
video gaming and the improvement of surgical skills among medical students.
It was hypothesized that those with a gaming history would have better eye¬
hand coordination and visual-spatial skills. In a systematic literature review,
all of the 575 participants in 16 studies were active gamers or had participated
in activities related to video game skill development. A relationship was
found between video gaming and advanced skills in laparoscopic and robotic
surgical procedures, but not for bronchoscopic and arthroscopic procedures.
In general, decision-making ability was positively affected in all cases (Cabeza¬
Ramirez et al., 2021).

Graduates are in need of higher-level skills whether they remain in
academia or pursue other professional ventures. Graduate attributes are a
set of skills that includes problem-solving, communication, adaptability,
and resourcefulness (Hughes & Barrie, 2010; cf. Barr, 2017). Barr (2017)
investigated the developmental impact of video games among university
students (n = 100). In this control group experiment, the experimental group
played video games for a total of 14 hours in controlled conditions for eight
weeks. Six of the eight games allowed for multiplayer-mode and cooperation:
two of them were role-playing combat games, two were strategy games, one
was a puzzle game and one was a so-called sandbox game, which allowed
for unlimited creativity. Of the eight games, two were narrative adventure
games in which choices could be made. A validated self-report tool (the
Communication Adaptatibility Scale, Duran, 1992) was used for pre- and
post-test measures. The results of the post-test showed significant differences
in the cognitive and social domains measured, indicating that the students’
communication, adaptive abilities and resourcefulness improved compared
to the control group.

CHAPTER 8.
RESEARCH ETHICS AND LEGAL ISSUES

Oral history narratives and digital stories are material that can be easily
shared online, helping to promote a topic to a wider audience. However, such
videos sometimes contain sensitive personal content and anonymity is often
at risk due to the nature of the videos, so ethical issues cannot be ignored.
In oral history research, the narrator must be assured that he or she is the
author ofthe narrative and can also make arrangements for its publicity. Some
research teams may refuse to publish oral history narratives on sensitive topics
online and may instead archive them in libraries or repositories. In this case,
the researcher is only allowed to search the indexed narratives in person.

5 This chapter is a revised version of an earlier paper by the author (Lanszki, 2021).