Journal of Virtual Worlds Research: 3D Virtual Worlds for Health and Healthcare

The Journal of Virtual Worlds Research continues to go from strength to strength, and the current edition is devoted to health and virtual worlds. I’ll be writing about some of the specific pieces in coming weeks, but you’ll see the full table of contents below:

Table of Contents

Editor’s Corner

Musings on the State of ’3-D Virtual Worlds for Health and Healthcare’ in 2009

Maria Toro-Troconis, Maged N. Kamel Boulos

Abstract | PDF

Invited Articles

Virtual Worlds in Health Care Higher Education

Constance M Johnson, Allison A Vorderstrasse, Ryan Shaw

Abstract | PDF

Peer Reviewed Research Papers

The Growth and Direction of Healthcare Support Groups in Virtual Worlds

John Robert Norris

Abstract | PDF

Development of a Virtual Reality Coping Skills Game to Prevent Post-Hospitalization Smoking Relapse in Tobacco Dependent Cancer Patients

Paul Krebs, Jack Burkhalter, Shireen Lewis, Tinesha Hendrickson, Ophelia Chiu, Paul Fearn, Wendy Perchick, Jamie Ostroff

Abstract | PDF

Does this Avatar Make Me Look Fat? Obesity and Interviewing in Second Life

Elizabeth Dean, Sarah Cook, Michael Keating, Joe Murphy

Abstract | PDF

Research Papers

Development and Evaluation of Health and Wellness Exhibits at the Jefferson Occupational Therapy Education Center in Second Life

Susan Toth-Cohen, Therese Gallagher

Abstract | PDF

Research-in-Brief Papers

Development of Virtual Patient Simulations for Medical Education

Douglas R Danforth, Mike Procter, Richard Chen, Mary Johnson, Robert Heller

Abstract | PDF

“Think Pieces”

Virtual Worlds, Collective Responses and Responsibilities in Health

Rashid M Kashani, Anne Roberts, Ray Jones, Maged N. Kamel Boulos

Abstract | PDF

Pitfalls in 3-D Virtual Worlds Health Project Evaluations: The Trap of Drug-trial-style Media Comparative Studies

Maged N. Kamel Boulos, Inocencio Maramba

Abstract | PDF

Towards a virtual doctor-patient relationship: Understanding virtual patients.

Vanessa Gamboa González

Abstract | PDF

Editor-in-Chief’s Corner

Cultural Identity in Virtual Reality (VR): A Case Study of a Muslim Woman with hijab in Second Life(SL)

Methal Mohammed

Abstract | PDF

Shaping the ‘Public Sphere’ in Second Life: Architectures of the 2008 U.S. Presidential Election

Annabel Jane Wharton

Abstract | PDF

Interview: Andrew Campbell – Director of Prometheus Research Team, University of Sydney

Over the past couple of years I’ve had the opportunity to chat with Andrew Campbell on a couple of occasions. As Director of the Prometheus Research Team, Andrew is heavily involved in the area of mental health and technology. I’ve always been struck by Andrew’s objective view of gaming and virtual worlds, which he rightly sees as simultaneously providing significant opportunities and challenges.

I caught up with Andrew to discuss his work and perspectives on mental health, gaming and immersive virtual worlds.

DH: Can you describe the main focus of your clinical work?

AC: The main focus of my clinical work is divided into two categories. Firstly, research. My primary job is an academic researcher and teacher in the field of Psychology. I conduct research particularly in the area of Cyberpsychology, which is the study of how technology is impacting human behaviour, both in good and bad ways. Secondly, I am a general practice psychologist who specialises in child and adolescent mental health and behavioural problems. My clinical work to date has been focused on treating children with ADD/ADHD, anxiety and depression, conduct problems, as well as parental counselling and family therapy.

DH: What led your career to the stage it is at today – what got you into the issue of mental health and technology?

AC: In 1997 I was finishing my undergraduate degree in Psychology and Education at The University of Sydney and decided to spend some time in the United States working as a teaching assistant at a few universities. I became captivated with work being done by a handful of academic psychologists in the US at the time who were focusing on how the internet was going to be a revolution to impact human behaviour and society at large.

Campbell_Andrew I read everything I could get my hands on at the time to do with online relationships, virtual societies and even gaming communities that were developing international reputations and new cultures in cyberspace. I asked myself at the time ‘could this be the start of a new movement in human enrichment?’ and set forth to find out the good and the bad (and the down-right terrible) aspects of spending a lot of time engrossed in an online world, be it chat, gaming, shopping, finance, politics etc. Thus, my interests turned toward career aspirations to develop psychological research and an applied track record in the use of information communication technology and the use of other technologies in helping the ‘human condition’.

DH: Arguably the number one and two areas of broader public interest with mental health and technology is gaming and violence and addiction. What percentage of your work is spent dealing with actual or perceived issues in those areas?

AC: To date, my clinical work as a generalist psychologist in child and adolescent mental health has only touched lightly on these issues. I have mainly dealt with traditional mental health concerns of parents over their children, but of those clients I have seen about gaming violence and addiction, I’ve noted that the parents themselves do not know anything about the games their children are playing. They tend to have a view that all games are violent or addictive. Given this, I normally direct parents to learn more about what their kids enjoy about their game in order to learn more about behaviours they may be modeling from the game. For example, two of my client’s parents had no idea that strategic games such as ‘Age of Empires’ actually have huge cognitive and historic learning benefits. The game is akin to modern day chess, with historical lessons of ages past. Other games that promote team play
increase problem solving skills in a collaborative environment, therefore promoting team work and clear communication strategies.

Adversely, some team playing games are based on a violent theme, such as the popular game ‘Counter Strike‘. Overall, through my work I’ve found that parents do have concerns about violence and addiction to games, but really do not have an understanding of games themselves. This is troubling in an age where gaming is increasing in popularity across generations and content is still not regulated well by Government or other ‘watchdog’ agencies. As such, parents need to be cognisant of the types of games out there – their pluses and minus points – and be involved in selecting and learning about the titles with their children in order to curtail negative behaviours related to certain genres.

DH: The issue of technology and its influence on behaviour has been around for decades, with the TV / Film and violence link being hotly debated for most of that time. Before we get onto gaming / virtual worlds, is there yet any empirical agreement on TV/Film and violent behaviour?

AC: As surprising as this may sound, no, there is not any empirical agreement on TV/Film and violent behaviour in contemporary society. Incidents such as the Columbine School Massacre and more recently, the Virginia Tech shooting have led psychologists to argue for renewed policies censuring violent films and TV shows from minors and suggestible personality types. Although games are becoming a popular target for connecting atrocious violent crimes to the perpetrator, TV and Film are still front runners in the causation of violent behaviour in, not just the younger population, but the population in general.

DH: The popular media perception of gaming is that there is at least an anecdotal link between the regular playing of violent games and violent real-life behaviour. From your work, have you seen any evidence of this?

AC: Unequivocally, no! To say that violent games or even violent TV/Film is causation for a violent crime is ludicrous. I won’t go so far to say that violent games, TV or Film have zero impact on violent crimes, but to look at it as a sole causation does not address the pathology of the individual to begin with, let alone motive to carry out the behaviour that may lead to a crime. Ergo, playing a violent game is no more likely to trigger someone’s violent behaviour than eating your favourite food is going to motivate you to become a chef! In my private practice, any child who has presented with conduct disorder or oppositional defiant disorder, or even anger management problems, may or may not have been a gamer – however – all have had pathology and environmental problems that
have led to their disorder that are more consistent and pervasive than just playing a violent video game a few hours a day.

DH: Is there actually an argument that gaming can have an ameliorating effect on real-world behaviour and if so, is there research supporting this?

AC: Yes, a number of studies have shown wonderful results helping people to ameliorate either behaviour or, in some cases, the management of pain. My own research has looked at how biofeedback video games that encourage the player to control a task on a screen using their breathing technique, has led to improved attention and relaxation strategies in ADD/ADHD children. Other research has shown that virtual reality games that are immersive can actually help in the treatment of PTSD. One of the best breakthroughs in serious games has been the treatment of burn victims from the current Iraq and Afghanistan wars. These patients have to undertake pain dressing changes and skin grafts. During these procedures, the patient plays a game called ‘Snow world’ which immerses them in an environment that triggers their subconscious into believing they are in a cool and calm environment that distracts them from the pain of the treatment they are receiving. The research in all these examples is very new, but compelling. It is beginning to influence the game developers in entertainment to consider the market for ‘serious games’. This has already commenced with popular programs such as the Nintendo Wii releasing Wii fit and associated sports programs to tackle obesity.

DH: In regards to addiction and online gaming or virtual world environments, what’s your overall take?

AC: My overall take on addiction is that it is possible in either the virtual world or gaming environments online. What needs to be clarified is what aspects of these activities and functions are ‘addictive’. To say we are addicted to the Internet is like saying we are addicted to shopping – what items are we addicted to? The internet houses many areas of interest. It is obvious to posit that sex addiction offline could also be met online, as could be gambling. But gaming offline vs gaming online has different stimulus effects I would theorise.

Also, virtual worlds – what do we gain in socialising in these worlds that we don’t in our offline world? Is there such a thing as addiction to socialising?! Most likely not, because socialising is part of being human. Therefore, what is the attraction to these worlds that stimulates us highly enough to spend hours online engaging with strangers vs. meeting strangers in the offline world? The answer probably lies somewhere between the functions of pursuing anonymity, creativity, cerebral connections and/or reducing the chance of being socially awkward – all reasons one person may prefer the online world.

DH: If addiction is only quantifiable in a small component of the population, is that component larger or smaller than other behaviours such as substance use, gambling etc?

AC: I think if we look at gaming addiction in comparison to substance use, for example, we can quickly conclude that substance abuse is both physically and psychologically damaging and perhaps more wide spread globally across ages, genders and cultures. But the damage of gaming addiction is growing in certain cultures, such as in Asia where gaming is an accepted pasttime for all ages and genders and thus could be on the rise without society realising it since it is not an illegal behaviour or even an invasive or obviously destructive past time compared to drug taking.

prometheus However, it is psychologically damaging both in psychosocial relationships, employment responsibility and accountability and can even affect our general health to a large degree. You might therefore say that although substance abuse and gambling are faster and
harder-hitting addictions, gaming addiction is fast becoming a contemporary societal problem that is slow to build in destructiveness,
but easier to ignore.

DH: For those who do require actual treatment for addiction, what’s your take on the use of online treatment when the issue is related to online behaviour i.e. addressing the traditional view that you can’t use the mechanism for facilitating addiction to treat the addiction itself.

AC: One of the earliest therapies provided online by Psychologist, Dr Kimberly Young, was treatment for online addiction. She began this service, online, in the early 1990′s. Although it has been a growth industry for Dr Young and others who believe in her treatment modality, I personally find it to be flawed therapy and lacking in best-practice evidence. Addiction, be it to specific functions of the internet, gaming, substance abuse, gambling etc, is an extremely difficult pathology to treat, let alone treat well. Therefore, all scientific practice indicates that addiction therapy should be done in a face-to-face or group counselling environment. It requires ongoing resource support utilising mentors, friends and family. It is something that may (but only in very specifically suitable cases) use the internet as a support tool, but in all other regards addiction, especially to internet functions and gaming, should be done away from the primary stimulus.

DH: With growing immersiveness in gaming and in virtual worlds more broadly, what do you see as the mental health challenges and opportunities?

AC: Research right now is looking out how we can harness immersive environments, be they virtual worlds or games, for tackling problems in health, behaviour and education. The challenges we face at the moment are actually not to do with the quality of the environments being delivered to consumers over the internet or through off-the-shelf games, but more through the cost of developing serious games or health purpose virtual worlds by the commercial sector. In addition, we are facing a health professional vs tech industry challenge in trying to have these two expert bodies effectively harness the ideas that are scientifically based delivery of health interventions. In short – the health professionals need to learn more about the tech industry and vice versa. Once this bridge is finally built, I believe we will be entering a new error of technology consumerism – games for wellbeing and ICT for personal health management.

A Survey of Health-Related Activities on Second Life

The latest issue of the Journal of Medical Internet Research has an article on Second Life and its uses in a health context. The Canadian researchers surveyed 68 health presences in Second Life and came to the following conclusion:

We found a wide range of health-related activities on Second Life, and a diverse group of users, including organizations, groups, and individuals. For many users, Second Life activities are a part of their Web 2.0 communication strategy. The most common type of health-related site in our sample (n = 68) were those whose principle aim was patient education or to increase awareness about health issues. The second most common type of site were support sites, followed by training sites, and marketing sites. Finally, a few sites were purpose-built to conduct research in SL or to recruit participants for real-life research.

You can read the full article here. There’s also an appendix listing the 68 sites.

Quantitative vs Qualitative research methods in virtual worlds

Over at Terra Nova, Robert Bloomfield has written a very interesting post on research methods and virtual worlds. You can read it in full here.

The quantitative vs qualitative debate is nothing new in research, but Bloomfield posits that the current momentum toward quantitative research poses some challenges for the other side of the coin.

Pedagogy and Virtual Worlds: Journal of Virtual Worlds Research

The latest issue of the Journal of Virtual Worlds Research has been released, and as usual it’s full of peer-reviewed research papers, plus some discussion pieces and other features. Pedagogy is a key consideration for any educator, and this issue goes some way to establishing a pedagological framework for virtual worlds. Major kudos to the editorial team for the production of such a high quality publication.

Read on for the contents of the issue with links to abstracts and full versions:

Peer-Reviewed Research Papers

Learning in a different life: Pre-service education students using an online virtual world. Chris Campbell Abstract  |  PDF


An integrated framework for simulation-based training on video and in a virtual world David Chodos, Eleni Stroulia, Parisa Naeimi Abstract  |  PDF


Using Second Life for Problem Based Learning in Computer Science Programming Micaela Esteves, Benjamim Fonseca, Leonel Morgado, Paulo Martins Abstract  |  PDF


Beyond the Game: Quest Atlantis as an Online Learning Experience for Gifted Elementary Students Jackie Gerstein Abstract  |  PDF


Virtual Education: Teaching Media Studies in Second Life David Kurt Herold Abstract  |  PDF


Canadian Border Simulation at Loyalist College Ken Hudson, Kathryn deGast-Kennedy Abstract  |  PDF


Using Second Life to Teach Operations Management Peggy Daniels Lee Abstract  |  PDF


Questions and Answers in a Virtual World : Educators and Librarians as Information Providers in Second Life Lorri Mon Abstract  |  PDF


A virtual environment study in entrepreneurship education of young children Angela M Pereira, Paulo Martins, Leonel Morgado, Benjamim Fonseca Abstract  |  PDF


Second Life Physics : Virtual, Real or Surreal? Renato P. dos Santos Abstract  |  PDF


Second Life and Classical Music Education: Developing Iconography That Encourages Human Interaction David Thomas Schwartz Abstract  |  PDF


3D virtual learning in counselor education: Using Second Life in counselor skill development Victoria Lynn Walker Abstract  |  PDF


A Composite Adult Learning Model for Virtual World Residents with Disabilities: A Case Study of the Virtual Ability Second Life® Island Marjorie A. Zielke, Thomas Roome Abstract  |  PDF

Therapy via machinima

Although not directly health-related, I was struck by the power of the machinima below ( thanks to Mal Burns for the heads-up). It’s produced by Lainy Voom and you can read more about it here.

Have a look for yourself then read on below for some further thoughts:


Fall (Mini Project 3) from Lainy Voom on Vimeo.

There’s no doubting to power of music in therapy and imagery certainly plays its role as well. It’s not hard to foresee a growing interest in the creation of machinima as a therapeutic device. The ability to create content relatively cheaply opens up a range of new possibilities. Imagine family therapists, gestalt counsellors and those with a cognitive behavioural approach (to name three I’m very familiar with professionally) utilising virtual worlds as platforms for intervention and exploration with clients. Here’s one very basic example: systematic desensitisation.

Let’s say I’m terrified of spiders. I contact a psychologist who utilises a virtual world like Second Life. She does an initial session with me viewing virtual spiders from a distance. Then my avatar interacts with the spiders directly. The next step may be something like viewing real-life spiders on a virtual screen and so the process continues. It’s then filmed for playback by the as therapeutically indicated.

The applications for broader mental health, relationships counselling, addictions counselling, domestic violence and sexuality issues are a long way from being fully explored. What’s apparent however, is that there’s a significant opportunity that needs to be empirically investigated.

As always, I’d be interested in hearing from anyone doing research or currently working in the area – do you think this is likely to be a viable approach in the near-future?

International Journal of Environmental Research and Public Health features Second Life

The ever-growing number of health-related projects occurring in virtual worlds continues to seep through to the academic literature. On the 18th December, the International Journal of Environmental Research and Public Health published an article titled Web 3D for Public, Environmental and Occupational Health: Early Examples from Second Life.

The abstract:

Over the past three years (2006-2008), the medical/health and public health communities have shown a growing interest in using online 3D virtual worlds like Second Life® (http://secondlife.com/) for health education, community outreach, training and simulations purposes. 3D virtual worlds are seen as the precursors of ‘Web 3D’, the next major iteration of the Internet that will follow in the coming years. This paper provides a tour of several flagship Web 3D experiences in Second Life®, including Play2Train Islands (emergency preparedness training), the US Centers for Disease Control and Prevention—CDC Island (public health), Karuna Island (AIDS support and information), Tox Town at Virtual NLM Island (US National Library of Medicine – environmental health), and Jefferson’s Occupational Therapy Center. We also discuss the potential and future of Web 3D. These are still early days of 3D virtual worlds, and there are still many more untapped potentials and affordances of 3D virtual worlds that are yet to be explored, as the technology matures further and improves over the coming months and years.

You can download the full article here.

Body image and virtual worlds

In the past week, the Journal of Virtual Worlds Research released its second issue, and one article that caught my eye from a health viewpoint is a research paper titled:

Ugly Duckling by Day, Super Model by Night: The Influence of Body Image on the Use of Virtual Worlds

The intent of the study was to determine the relationship of body image perception and the decision to use virtual worlds. 252 individuals were surveyed on some key measures: telepresence, physical attractiveness, perceived behavioral control, and subjective norms. The inidividual variables alone make for interesting reading, particularly telepresence, but the interrelationship is the focus of the research. The results? In a nutshell:

The results indicate that telepresence attitude, subjective norms, and the desire to become someone else are directly related to the use of virtual worlds and the influence of body image on the use of virtual worlds is mediated by the desire to become someone else

What this means is that the primary driver for people using virtual worlds is the ability to feel close to others and to be able to transmit emotions. The issue of becoming someone else and body image were found to be only the third biggest influence.

The authors make the firm point of what may determine success for business or individuals in virtual worlds:

These results highlight the relational aspect of virtual worlds which suggest that if individuals and firms want to be successful in virtual worlds, they should concentrate on providing relational experiences.

Who would have thought – people want to socialise with other people.

Healthcare giants: have clue, will build

Whyville Bioplex

When it comes to the use of virtual environments, the healthcare industry is no less prone to fall into marketing pits of doom than any other industry. Static data, presented in a slap-dash fashion like posters on a wall. Huge, unused buildings that serve no particular purpose, and the occasional video. This seems to be the standard fare presented by companies and organisations coming into virtual environments who are not sensible about use of the medium. Often, these folk would have been better served by a well-organised Web page than the mish-mash they present within virtual environments. Indeed, their attempts are distinctly reminiscent of the early days of the Web, before people got a handle on that medium.

It’s not all bad, however. A couple of companies and organisations have produced useful and significant services that are appropriate for virtual environments. They have clearly thought about how best to discharge the services they already provide to demographics containing the folks they previously had a great deal of trouble reaching. People who use virtual environments, and who:

a) are unable or unwilling to leave their homes to obtain health information or care;
b) suffer from chronic illnesses that require some maintenance by the patient that can be bolstered by health information or care delivered online;
c) are young, not requiring specific healthcare, but can benefit from information delivery.

One of the best efforts open to the public eye is Palomar West hospital, a venture by Cisco, Palomar Pomerado Health, and metaverse developers Millions-of-us. The Second Life version of the hospital, built before the real version, is an exact model of what you can expect to see in San Diego in 2011, to the extent that several rooms are fully kitted-out with the sort of equipment that will fill the real thing. The Second Life exhibit is quite interactive, and provides an excellent idea of how things might operate in reality. Cisco Systems will power the real hospital. A central, internal network will be created to support the operation of the hospital, from patient locations via RFID tags, to room temperature and lighting via bedside screens, to the robotic technology that enables surgeons to operate remotely and automated systems for diagnostic work. Incidently, when we wandered past the site to take a closer look, a research study was being conducted. It’s good to know that this virtual environment replica is useful not only for future patients, and public healthcare at that level of education, but also for medical and other professionals.

Another ongoing project that has proved to be successful is one put on by the CDC in Whyville. Whyville is a virtual scientific learning environment for kids aged 8 to 15 years old. During the influenza season in the real world, Whyvillians are also placed at risk of developing the “Why-flu”, which causes sneezing and red spots on the avatar’s face. Not only were kids given the chance to have their avatar inoculated prior to the Why-flu season beginning, during the season those who caught the flu had a chance to buy remedies from the pharmacy, which were time-limited, and which came at a cost. During the second round of the project in 2007-2008, Whyvillians were encouraged to invite their grandparents to come and be virtually inoculated also. Thus information was disseminated across several generations online, and no doubt further than that offline, to other family members, and from there into the wider population.

This year the CDC has teamed up with CIGNA to produce a healthcare island in Second Life.

“About 90% of what we’re doing with chronic disease management involves behavior change. We could do more for our patients who have diabetes, weight problems or hypertension by helping them relieve their stress and achieve better mental health.” This is what they hope to cover in the virtual environment.

We are yet to experience the island for ourselves, however given the success of the Whyville project, it seems that the CDC have an excellent idea of what it takes to sell healthcare information to the younger generation; it will be interesting to see what tack they take for older folk. Most people like to take their medicinal information with a spoonful of sugar – experience will tell whether games will be the sweetener required, or whether talks and general social interaction are the preferential nectar.

Another site of note: the Second Health hospital or Polyclinic, Second Health London in Second Life. In a similar fashion to the West Palomar site (though in less detail), the Polyclinic displays a 3D representation as it might exist in real life. The establishment can be toured, though perhaps the machinima made at the site in Second Life, with accompanying information, is more enlightening. Though an entire medical campus has been built, with signs denoting the areas in which GPs and specialists will see patients, the acute care clinic and diagnostic facilities, none of the detail of equipment or functioning of the clinic has been created.

Yet another fantastic use of virtual environments is exemplified by the folk over at Play2Train. A town and two hospitals have been fitted out to enable “Strategic National Stockpile (SNS), Simple Triage Rapid Transportation (START), Risk Communication and Incident Command System (ICS) Training”.”Play2Train provides opportunities for training through interactive role playing.”

For a quick round up of other nifty virtual doings in healthcare, visit this link.

There is a vast diversity of healthcare information that needs to be delivered, both to professionals and to the general public. Virtual environments may only slowly be coming into their own in this realm, however, there is hope for them yet.

3-D healthcare learning environments: new research

Margaret Hansen from the School of Nursing at the University of San Francisco has written a review for the Journal of Medical Internet Research entitled: “Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments: A Review of the Literature”.

It’s a comprehensive overview of health research and education in virtual worlds. Current players are covered as well as discussion of the challenges and opportunities virtual worlds present for healthcare professionals.

Roger’s Diffusion of Innovations Theory is an interesting basis for part of the discussion and it encapsulates the challenges in arguing for virtual worlds as an education tool – complexity and compatability are two barriers to adoption cited by the theory and they are two critical challenges for virtual worlds as well.

As Hansen argues, until there’s significant empirical support for the tool it will be difficult to garner widespread acceptance of it. What’s encouraging though is the growing body of work looking at the issue and Hansen gives a hat-tip to the University of Technology Sydney for their support – collaboration is gaining momentum and it can only assist the quest for an empirical basis for virtual worlds healthcare education.

Thanks to Maged Boulos for the heads-up on this.