跳至主要内容
临床试验/NCT04881084
NCT04881084招募中不适用

Learning to Care: Exploring Empathy and Compassion Using Digital Narratives

McGill University1 个研究点 分布在 1 个国家目标入组 80 人开始时间: 2024年4月1日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
招募中
入组人数
80
试验地点
1
主要终点
Empathy

研究概览

简要总结

Stories of suffering and struggle are shared continuously through digital formats such as internet videos, news stories, social marketing, and fundraising campaigns. Digital stories are often created and shared to generate awareness about a problem, impart knowledge on contemporary issues, or promote compassion. The practice of sharing critical life events and insights provided by these experiences are valuable for tellers and the listeners alike for catharsis, healing, reconciliation, and connectiveness. Portrayals of mental suffering are a matter of cultural and social interest as new media products become available to the public. Studies published since the 1990s overwhelmingly conclude that formal media depictions are biased, promoting the stereotype that people who suffer emotionally are mentally ill, dangerous, violent, or insane. Various agencies, organizations, and corporations are actively working to provide alternative stories/narratives to mainstream media by means of video testimonials in social marketing and fundraising campaigns and, ultimately, by taking advantage of the Internet. The impact of this work is under-researched. However, preliminary evaluations of social marketing campaigns report mixed results and raise questions about their effectiveness. As well, the first-person narrative prepared digitally and shared online is also providing alternative narratives to mainstream media stories. People are increasingly using digital videos to share their stories, viewing this as an opportunity to understand their emotions and thoughts, come to terms with disgrace around sensitive, personal issues and marginalization while providing hope and encouragement to others. This proposed study focuses on the process of creating digital narratives/stories, especially stories of mental and emotional suffering, and their impact in terms of inciting empathy, compassion, and good citizenship among viewers.

详细描述

Digital stories -- first person, self-made 2-3-minute videos -- aim to generate awareness about problems, impart knowledge, or promote compassion. Sharing critical life events and related insights are invaluable for tellers and listeners alike, supporting catharsis, healing, reconciliation, and connectiveness. Digital stories are created and shared among organizations or citizens ( "ordinary" people without a background in filmmaking) to promote awareness of particular problems. They impact peoples' knowledge of contemporary issues, shaping attitudes by stimulating empathy, compassion, and active citizenship.

The proposed study explores digital stories/narratives, particularly those focused on mental health recovery, and how stories elicit empathy and compassion by addressing three main questions: (1) How is mental and emotional suffering depicted in video testimonies presented by social marketing/fundraising campaigns, versus the stories of ordinary people told through digital videos? (2) What impact does digital storytelling have for the creators, as ordinary people willing to revisit difficult life moments and transform them into digital videos? (3) What is the impact of video depictions on viewers in terms of empathy and compassion?

This mixed-method study has 3 phases: In Phase 1 (Preparation), a search will be conducted to identify activities related to Canadian social marketing and fundraising campaigns. Digital storytelling workshops will be held simultaneously, and in-depth interviews conducted before and after each workshop. Social service and community organizations located in Montreal, Canada, will be contacted to promote the digital storytelling workshops, to be implemented in the community and on university campuses. In Phase 2, a pilot randomized controlled trial (RCT) will be undertaken and more in-depth interviews conducted. Phase 3 will consist of knowledge dissemination activities.

The knowledge acquired through this study on individual and societal responses to stories of human suffering will have a practical impact on future social marketing campaigns promoted by government agencies, fundraising campaigns launched by nonprofit and for-profit organizations, and the public. Results will consolidate previous knowledge while providing new insights into what prompts citizens to help others.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Prevention
盲法
Double (Investigator, Outcomes Assessor)

入排标准

年龄范围
18 Years 至 35 Years(Adult)
性别
All
接受健康志愿者
是

入选标准

  • •18-35 years of age
  • •Not currently admitted to a hospital

排除标准

  • •Not in age range (18-35 years of age)
  • •Currently admitted to a hospital
  • •Attended the digital storytelling workshop and made a digital story used in the RCT

研究组 & 干预措施

Digital storytelling group (Group 1)

Experimental

Participants will be randomly assigned to the digital storytelling group (n = 40 participants; 20 Anglophone and 20 Francophone; ages 18-35). Participants will be asked to watch twenty-six digital storytelling videos which will be assessed using a between-subjects design.

干预措施: Digital storytelling group (Other)

Social marketing/fundraising group (Group 2)

Active Comparator

Participants will be randomly assigned to the social marketing/fundraising group (n = 40 participants; 20 Anglophone and 20 Francophone; ages 18-35). Participants will be asked to watch twenty-six social marketing/fundraising videos which will be assessed using a between-subjects design.

干预措施: Social marketing/fundraising group (Other)

结局指标

主要结局

Empathy

时间窗: Baseline, immediately after the intervention

Change in empathy using the Toronto Empathy Questionnaire. The minimum scoring value is 0 and the maximum scoring value is 64. A higher score means a better outcome.

Compassion

时间窗: Baseline, immediately after the intervention

Change in compassion using the Compassionate Love Scale. The minimum scoring value is 1 and the maximum scoring value is 7, which comes from the average of all item scores. A higher score means a better outcome.

次要结局

  • Mental health public stigma(Baseline, immediately after the intervention)
  • Mental health self-stigma(Baseline, immediately after the intervention)
  • Positive emotions(Baseline, immediately after the intervention)

研究者

申办方类型
Other
责任方
Sponsor

研究点 (1)

Loading locations...

相似试验

Exploring Empathy and Compassion Using Digital... | 临床试验