Using virtual worlds to conduct health-related research: Lessons from two pilot studies in Second Life

Abstract Virtual worlds are an example of Web 2.0 applications which are increasingly being utilized for their interactive and immersive environments to share health information with the public and to study health-relevant behaviors. Second Life is one of the best known web-based virtual world platforms and offers researchers a range of new opportunities to conduct health research and to observe digitally-mediated behaviors. To explore the utility of conducting health-related research in a virtual world, we hosted two pilot projects in Second Life, one a quantitative health communication intervention and the other, a qualitative focus groups, examining concerns over the safety and benefits of immunization. Both pilot studies replicated research projects our team had led using conventional focus groups and pre- and post-exposure questionnaires for an information session on the safety of vaccines. Both studies were also ultimately unsuccessful. This article provides a post-hoc analysis of our experiences. We identified that the primary advantages of virtual world research are (1) reducing physical/geographic barriers to participation; (2) providing low cost tools to design unique mixed-media communication channels and interfaces; (3) anonymity and avatar representation can encourage discussion on sensitive topics; and (4) facilitating the observation of a range of digitally-mediated behaviors. However, the primary disadvantage of participant difficulty learning how to use Second Life negated the potential benefits. We conclude that virtual worlds offer promise for health research, however, in order for them to realize their potential they will have to be made more accessible to new users.

[1]  Mel Slater,et al.  Spatial Social Behavior in Second Life , 2007, IVA.

[2]  D. Skiba Nursing education 2.0: second life. , 2007, Nursing education perspectives.

[3]  Jeremy N. Bailenson,et al.  The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments , 2007, Cyberpsychology Behav. Soc. Netw..

[4]  K. Wilson,et al.  A Survey of Health-Related Activities on Second Life , 2009, Journal of medical Internet research.

[5]  Elizabeth Behm-Morawitz,et al.  Mirrored selves: The influence of self-presence in a virtual world on health, appearance, and well-being , 2013, Comput. Hum. Behav..

[6]  Matthieu J Guitton,et al.  Looking Similar Promotes Group Stability in a Game-Based Virtual Community. , 2012, Games for health journal.

[7]  Matthias R. Mehl,et al.  Social engagement and user immersion in a socially based virtual world , 2014, Comput. Hum. Behav..

[8]  G. Tomlinson,et al.  Changing attitudes towards polio vaccination: a randomized trial of an evidence-based presentation versus a presentation from a polio survivor. , 2005, Vaccine.

[9]  Matthieu J. Guitton,et al.  Social organization in virtual settings depends on proximity to human visual aspect , 2011, Comput. Hum. Behav..

[10]  P. G. Schrader,et al.  A sense of self: The role of presence in virtual environments , 2013, Comput. Hum. Behav..

[11]  F. Cheater,et al.  Undertaking qualitative health research in social virtual worlds. , 2014, Journal of advanced nursing.

[12]  Susan Toth-Cohen,et al.  Development and Evaluation of Health and Wellness Exhibits at the Jefferson Occupational Therapy Education Center in Second Life , 2009 .

[13]  Matthieu J. Guitton,et al.  My avatar is pregnant! Representation of pregnancy, birth, and maternity in a virtual world , 2014, Comput. Hum. Behav..

[14]  Jari Salo,et al.  Purchasing behavior in social virtual worlds: An examination of Habbo Hotel , 2013, Int. J. Inf. Manag..

[15]  J. Bailenson,et al.  Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors , 2009 .

[16]  Genny Tortora,et al.  Development and evaluation of a virtual campus on Second Life: The case of SecondDMI , 2009, Comput. Educ..

[17]  Anna Peachey,et al.  Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds , 2011 .

[18]  K. Wilson,et al.  Parental views on pediatric vaccination: the impact of competing advocacy coalitions , 2008, Public understanding of science.

[19]  W. Bainbridge The Scientific Research Potential of Virtual Worlds , 2007, Science.

[20]  Matthieu J. Guitton,et al.  Spatial proximity to others determines how humans inhabit virtual worlds , 2012, Comput. Hum. Behav..

[21]  K. Wilson,et al.  Balancing vaccine science and national policy objectives: lessons from the National Vaccine Injury Compensation Program Omnibus Autism Proceedings. , 2011, American journal of public health.

[22]  Jeremy N. Bailenson,et al.  Virtual Experiences, Physical Behaviors: The Effect of Presence on Imitation of an Eating Avatar , 2009, PRESENCE: Teleoperators and Virtual Environments.

[23]  Steve Wheeler,et al.  Second Life: an overview of the potential of 3-D virtual worlds in medical and health education. , 2007, Health information and libraries journal.

[24]  Masayuki Nakajima,et al.  Personal space-based simulation of non-verbal communications , 2011, Entertain. Comput..

[25]  S. Minocha,et al.  Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life , 2010 .

[26]  Douglas R. Vogel,et al.  Individual motivations and demographic differences in social virtual world uses: An exploratory investigation in Second Life , 2011, Int. J. Inf. Manag..

[27]  Jennifer Keelan,et al.  Using Virtual Reality to Provide Health Care Information to People With Intellectual Disabilities: Acceptability, Usability, and Potential Utility , 2011, Journal of medical Internet research.

[28]  Richard L. Gilbert,et al.  Multiple Personality Order: Physical and Personality Characteristics of the Self, Primary Avatar and Alt , 2011 .

[29]  Richard L. Gilbert,et al.  Realism, idealization, and potential negative impact of 3D virtual relationships , 2011, Comput. Hum. Behav..

[30]  Erica K. Yuen,et al.  Treatment of social anxiety disorder using online virtual environments in second life. , 2013, Behavior therapy.

[31]  Richard L. Gilbert,et al.  Psychological Benefits of Participation in Three-dimensional Virtual Worlds for Individuals with Real-world Disabilities , 2013 .

[32]  Kimberly M. Christopherson The positive and negative implications of anonymity in Internet social interactions: "On the Internet, Nobody Knows You're a Dog" , 2007, Comput. Hum. Behav..

[33]  Akira Baba,et al.  Collecting conversations: three approaches to obtaining user-to-user communications data from virtual environments , 2011 .

[34]  Edward Castronova,et al.  Virtual Assisted Self Interviewing (VASI): An Expansion of Survey Data Collection Methods to the Virtual Worlds by Means of VDCI , 2008 .

[35]  Maged N Kamel Boulos,et al.  Scientific discourse 2.0 , 2008, EMBO reports.