New Directions for Virtual Worlds for Health

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© 2010, Innovation in Learning Inc. Virtual Worlds and Social Games for Health Day Games for Health, May 25, 2010, Boston Word Cloud design, courtesy wordle.net

description

Keynote presented at Games for Health, Boston, for the Virtual Worlds and Social Games Day, May 25th. (First three slides are to introduce the pre-conference. Rest are my talk.)

Transcript of New Directions for Virtual Worlds for Health

  • 1. Virtual Worlds and Social Games for Health Day
    Games for Health, May 25, 2010, Boston
    Word Cloud design, courtesy wordle.net

2. Welcome!
This years theme - Convergence
An interactive day
Housekeeping
Evening reception
3. Agenda
4. New Directions for Virtual Worlds for Health
Parvati Dev, PhD
Innovation in Learning Inc.
5. Let us stop and think about our direction
What has succeeded
Possible barriers
Our solution / new direction
6. Virtual Worlds are effective
Entertainment and socializing
7. Virtual Worlds are effective
Tourism
8. Virtual worlds are effective
Games and Quests
9. Virtual worlds are effective
Mirror worlds
10. Virtual worlds are effective
Perception
Attitude change
A study with residents and nurses at Stanford Hospital and San Mateo General Hospital
CBRNE simulation based on Forterra OLIVE
11. Virtual worlds are effective
Learning
Med students learn interaction skills just as well in virtual environments as in physical ones.
A study with medical students and first year residents at Stanford.
ATLS (Advanced Trauma Life Support) Protocol
Pre-test and post-test student scores
Source: June 2007 Elsevier Saunders journal article Virtual Worlds and Team Training by Parvati Dev, Patricia Youngblood, W. LeRoy Heinrichs, and Laura Kusumoto
12. If virtual worlds are effectivewhy isnt their growth explosive?
13. Sample comment
Stephen Manning
On Virtual Worlds Roadmap group, Linked In

  • Why do we need them?

14. Why is the average person going to incorporate them into their daily life? 15. I have spent a lot of time exploring SL, and beyond the "gee-whiz" factor, why (are) these environments valuable to most people.and

  • These are all examples of uses for specialized, proprietary simulations.

16. I don't think these qualify as "virtual worlds" at least in a broad consumer sense. 17. Like most people, I'm not in the Army, an oil rig crew or the medical profession. 18. How do I apply this technology to make a mainstream consumer life better?