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discussion of using Virtual Worlds such as Second Life to deliver treament services.
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Real Help in a Virtual World
An introduction to the concepts and potential of using virtual immersive 3-D environments to
achieve the goals of counseling and treatment organizations
Dick Dillon, Presenter
Real Help in a Virtual World - 6/24/2008
Pencils ready? Here’s the most important idea I want you to take away
today.
Real Help in a Virtual World - 6/24/2008
Pencils ready? Here’s the most important idea I want you to take away
today.
Only DEAD fish go with the flow.
Real Help in a Virtual World - 6/24/2008
Digital Nation2008 College Graduate Media Exposure (to date) 5,000 hours reading books. 10,000 hours playing video games.10,000 hours talking on cellular phone.20,000 hours of Television.200,000 emails and Instant Messages.500,000 advertising messages/commercials.
Real Help in a Virtual World - 6/24/2008
Digital Nation
How have you used digital media lately?
Real Help in a Virtual World 6/24/2008
Evolution of the multidimensional Web
Immersive
Interactive
Static
Text UI
Basic graphical
UI
Rich, interactive
graphical UI
3-D digital experience
Hybrid virtual/real-
world experience
Pre-Web Internet
World Wide Web
Web 2.0
Web3D
WebXD
Inte
ract
ivit
y
Richness of user experience
Slide Courtesy of Forrester Research
Interactivity + Immersion = Engagement
“Web 3 – D will deliver in the next three to five years.”
- Erica Driver, Forrester Research
Real Help in a Virtual World - 6/24/2008
Real Help in a Virtual World 6/24/2008
Real Help in a Virtual World 6/24/2008
Real Help in a Virtual World - 6/24/2008
Real Help in a Virtual World - 6/24/2008
Real Help in a Virtual World - 6/24/2008
Real Help in a Virtual World - 6/24/2008
Real Help in a Virtual World - 6/24/2008
Real Help in a Virtual World - 6/24/2008
Real Help in a Virtual World - 6/24/2008
Real Help in a Virtual World - 6/24/2008
Real Help in a Virtual World - 6/24/2008
“Second Life is Not a Game
…It is more of a social engagement area. There are actual classrooms and training sessions in-world.”
- Brett Atwood, Linden Lab
Real Help in a Virtual World - 6/24/2008
“Ignore Second Life at your own peril”
Virtual Worlds are on the cusp of a major expansion.
- McKinsey and Company
Real Help in a Virtual World - 6/24/2008
Businesses in Second Life
Amazon Kraft Foods SonyBMW Lacoste ToyotaCalvin Klein MLB VisaDell NBC Warner Bros.H&R Block Philips Electronics XeroxIBM Reebok YahooAnd dozens of others (see http://www.nbhorizons.com/list.htm)
Real Help in a Virtual World 6/24/2008
Education in Second Life
Harvard USC Ohio StateSan Jose State Ball State ClemsonBowling Green Bradley ColumbiaEdinburgh U. East Carolina DukeGeorgia State Indiana MITUniv. of Leicester NYU Penn State
And hundreds of others (see http://wwwsim.teach.com)
Real Help in a Virtual World 6/24/2008
Non-Profits in Second Life
ACLUAmer. Cancer SocietyAmerica’s First HarvestKivaNational Council (for Community Behaviroal Health)New Media ConsortuimPreferred Family HealthcareAnd hundreds of others (see http://www.nbhorizons.com/list.htm)
Real Help in a Virtual World 6/24/2008
Real Help in a Virtual World - 6/24/2008
TOUR
Research Supports Use of Virtual Worlds
Gallese, V. , et. al – Mirror Neurons and Embodied Simulation.
The same parts of brain activate when we are watching and identifying with an action as if we were doing the action ourselves.
Real Help in a Virtual World - 6/24/2008
Research Supports Use of Virtual Worlds
Jeremy Bailenson, Stanford Virtual Human Interaction Lab – Vicarious Reinforcement
How you appear in a virtual world can affect your behavior in real life. People who watch their avatars engage in physical exercise are more likely to do so themselves in real life.
Real Help in a Virtual World - 6/24/2008
Research Supports Use of Virtual Worlds
Zach Rosenthal – Duke UniversityVirtual Crack House (cue extinction)
“What we’re trying to do is take people into a virtual crack-related neighborhood or crack-related setting and have them experience cravings, just like they would in the real world,”
Real Help in a Virtual World - 6/24/2008
Summary – Potential Uses of VWs in Addiction Practice
Real Help in a Virtual World - 6/24/2008
Virtual Conferencing
• Allows real-time sharing, review and commentary• Allows users to create and develop unique objects• Innovative ways to educate and inform others and to display data• Time and cost savings in bringing people together within and across disciplines and geography
Real Help in a Virtual World - 6/24/2008
Staff Training
• Bring together staff from distributed program sites• Collaborative Learning environment• No down time for travel• Machinima creation allows future sharing
Real Help in a Virtual World - 6/24/2008
Role Playing
• Works with staff and with clients.• Allow “oversight” by staff managers, clinicians.• Complete control over scenarios, or use all of SL as a “living laboratory”.
Real Help in a Virtual World 6/24/2008
Virtual Counseling
The actual delivery of services, both group and individual, via patient and clinician avatars is currently possible.
Real Help in a Virtual World 6/24/2008
Virtual CounselingConcerns
• Lack of control• Impact on Therapeutic Alliance• Loss of meta-communication• “It’s not the way we’ve always done it”• Impact of anonymity (full or partial)
Real Help in a Virtual World 6/24/2008
Virtual CounselingPotential
• Flexibility of service delivery• Access• “It will happen, whether we like it or not”• Research opportunities• Impact of anonymity (full or partial)
Real Help in a Virtual World 6/24/2008
“Like the Web in 1993, most of the good ideas haven’t been thought of yet. “
Sibley Verbeck, CEO, Electric Sheep Co., on NBCs Today Show (March, 2008)
Real Help in a Virtual World 6/24/2008
Real Help in a Virtual World - 6/24/2008
Real Help in a Virtual World - 6/24/2008
Dick Dillon
Senior VP, Planning and Development
Preferred Family Healthcare
314-504-6672