E Second Life Virtual Worlds Etcetera Implicat

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    E Second Life Virtual Worlds Etcetera Implicat - Presentation Transcript

    1. Second Life, Virtual Worlds, etcetera: implications for PHRs W. Scott Erdley, DNS, RN
    2. Definitions "Virtual" Worlds: • Synthetic versus virtual • Simulated 'place', usually via computer, incorporating user-perceived stimuli (audio, visual, haptic, and so forth) • May or may not incorporate real-world rules (http://en.wikipedia.org/wiki/Virtual_worlds, last accessed June 12.2009)
    3. Definitions Second Life®: o 3-D virtual world of residents opened to public in 2003 o Residents:  Retain intellectual property rights of ‘digital’ creations  Able to buy, sell and trade with other Residents.  'Land' available for purchase o URL: http://secondlife.com/
    4. Definitions • PHR (personal health record) o "A personal health record (PHR) is typically a health record that is initiated and maintained by an individual." o See Peter Murray's presentation for additional information and insights
    5. SL – examples • Previously discussed (SINI’08) o Mental health arena (article)  http://www.nature.com/embor/journal/v9/n6/full/embor200886.h o Medical training  Interactive Trauma Trainer  AIDS-related Kaposi Sarcoma Experience  http://www.nature.com/embor/journal/v9/n6/full/embor200886.h  Heart sounds (blog by Bertalan Mesko)  http://scienceroll.com/2007/06/17/top-10-virtual-medical-sites-i
    6. SL - examples • vHealth Island (IBM) o http://healthnex.typepad.com/web_log/2008/02/ibm-opens-new-3.h • CDC Island o http://slurl.com/secondlife/CDC+Island/
    7. SL - examples SLHealthy / SecondLife Healthy • Compiles self-reported information related to consumer health locations and groups in SecondLife • Array of example sites in SL ranging from agorophobia toa grief center to TBI survivors group • http://slhealthy.wetpaint.com/
    8. Virtual worlds / SecondLife Points of interest: • Health / medicine increasingly is a valuable service of SecondLife • Positive impact on those who utilize SecondLife as a component of their wellness • Increased net access (aka 'broadband') equals increase in users of virtual worlds - good, bad, indifferent? • Beneficial to society?
    9. PHR & Virtual Worlds Questions to consider: • What is the intersection, or interaction, of these concepts? • Why do you believe these will intersect? Is this beneficial or harmful (or without impact) concerning PHR adoption and use? • Why should PHR be available in a virtual environment?
    10. Closing comments Points to ponder: • Net access here to stay? • Web 2.0 social applications - something for everyone? • Progress in healthcare connected with technological advancement and or growth? Good, bad, indifferent? • Ride the wave or wait for impact?

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