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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 eyehand 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 (CabezaRamirez 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).