Using virtual worlds for patient and public engagement.

Michael J Taylor, Meerat Kaur, Uvarshi Sharma, Dave Taylor, Julie E Reed, Ara Darzi
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Abstract

Patient and public involvement is fundamental in healthcare and many methods attempt to facilitate this engagement. The present study investigated use of computer-generated environments known as 'virtual worlds' (VW) as an involvement method. The VW used in the present research was Second Life, which is 3-dimensional, publically accessible and internet-based. It is accessed using digital self-representations, or 'avatars', through which users navigate the virtual environment and communicate with one another. Participants were patients with long-term conditions, frequently involved in shaping health research and care. Some had mobility and communication difficulties, potentially making involvement through traditional face-to-face modes of engagement challenging. There were 2 stages to this study. Stage-1: Participants were introduced to VWs and Second Life. This was followed by a face-to-face focus group discussion (FGD) in order to gain their views on use of SL. Stage-2: An FGD attended by 8 people (4 patients, 3 researchers, 1 healthcare professional) was conducted in Second Life. Training and support on using Second Life had been provided for participants. The FGD took place successfully, although some technical and communication difficulties were experienced. Data was collected in the form of interviews and questionnaires from the patients about their experience of using the virtual world. Participants recognised the potential of VWs as a platform for patient engagement, especially for those who suffer from chronic conditions that impact severely upon their mobility and communication. Participant feedback indicated that potential barriers include technical problems with VW programs and potential user inexperience of using VWs, which may be counteracted by ensuring provision of continuous training and support. In conclusion, this study established the feasibility of using VWs for patient FGDs and indicates a potential of use of VWs for engagement in future, particularly for peer-led support and to engage people with particular long-term conditions.

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利用虚拟世界促进患者和公众参与。
患者和公众参与是医疗保健的基础,许多方法都试图促进这种参与。本研究调查了使用被称为 "虚拟世界"(VW)的计算机生成环境作为参与方法的情况。本研究使用的虚拟世界是 "第二人生"(Second Life),它是一个三维的、可公开访问的、基于互联网的虚拟世界。用户可以通过数字自我代表或 "化身 "进入该虚拟世界,并在虚拟环境中进行导航和相互交流。参与者都是长期病患者,经常参与健康研究和护理工作。其中一些人行动不便,交流困难,因此通过传统的面对面参与方式进行参与可能具有挑战性。这项研究分为两个阶段。第一阶段:向参与者介绍大众传媒和 "第二人生"。随后进行面对面的焦点小组讨论(FGD),以了解他们对使用 "第二人生 "的看法。第二阶段:在 "第二人生 "中进行了一次有 8 人(4 名患者、3 名研究人员、1 名专业医护人员)参加的 FGD。为参与者提供了使用第二人生的培训和支持。虽然在技术和交流方面遇到了一些困难,但小组讨论还是顺利进行了。我们以访谈和问卷的形式收集了患者使用虚拟世界的经验。参与者认识到虚拟世界作为病人参与平台的潜力,特别是对于那些患有严重影响行动和交流的慢性疾病的病人。参与者的反馈意见表明,潜在的障碍包括虚拟世界程序的技术问题和用户可能缺乏使用虚拟世界的经验,而确保提供持续的培训和支持可以消除这些障碍。总之,这项研究确定了在患者论坛对话中使用大众传媒的可行性,并表明大众传媒在未来的参与中具有潜力,尤其是在同龄人主导的支持中,以及在让患有特殊长期疾病的人参与其中方面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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