2014
DOI: 10.2196/jmir.3097
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A Decade of Research on the Use of Three-Dimensional Virtual Worlds in Health Care: A Systematic Literature Review

Abstract: Background A three-dimensional virtual world (3DVW) is a computer-simulated electronic 3D virtual environment that users can explore, inhabit, communicate, and interact with via avatars, which are graphical representations of the users. Since the early 2000s, 3DVWs have emerged as a technology that has much to offer the health care sector. Objective The purpose of this study was to characterize different application areas of various 3DVWs in health and medical context a… Show more

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Cited by 122 publications
(64 citation statements)
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“…The criteria's has its origin in the related work [Borges et al 2013;Ghanbarzadeh et al 2014;Krassmann et al 2014]. Thus, these criteria's are used as parameters to aid in the screening of publications.…”
Section: Methodological Proceduresmentioning
confidence: 99%
See 1 more Smart Citation
“…The criteria's has its origin in the related work [Borges et al 2013;Ghanbarzadeh et al 2014;Krassmann et al 2014]. Thus, these criteria's are used as parameters to aid in the screening of publications.…”
Section: Methodological Proceduresmentioning
confidence: 99%
“…The research conducted by Ghanbarzadeh et al (2014) described the development of a systematic review of literature on different applications of virtual worlds in health, specifically in the context of medicine. Analysis of the authors obtained 62 papers from five scientific databases relevant to health and were classified in six categories: academic and professional education, treatment, evaluation, lifestyle and modeling.…”
Section: Related Workmentioning
confidence: 99%
“…While the literature provides extensive documentation of virtual world use in education and training [6], typically only the actual virtual world activities are reported. There are some integration efforts, summarized in the next section, but few actual accounts or surveys of integration requirements with other educational systems, including LMS [7].…”
Section: A Integration Requirementsmentioning
confidence: 99%
“…The significant advances in the capacities of the medium have promoted online communication and leisure interactivity such as the playing of Massively Multiplayer Online Role Playing Games (Ghanbarzadeh, Ghapanchi, Blumenstein, & Talaei-Khoei, 2014). Furthermore, portals for online communication have been enhanced with high resolution technology that can render three-dimensional virtual worlds, often triggering experiences of presence (Riva, Botella, Légeron, & Optale, 2004).…”
mentioning
confidence: 99%
“…It is the psychological state of presence that the individual feels present in one "place" while physically being in another (Steuer, 1992), partially due to the virtual nature of the internet experience being unnoticed and/or ignored (Lee & Nass, 2001). Importantly, the experience of presence has been linked to both beneficial and disadvantageous uses of the internet, such as online therapeutic applications (Ghanbarzadeh et al, 2014) and addictive internet behaviours (Stavropoulos et al, 2013). Therefore, understanding which factors contribute to presence is a critical issue in relation to optimising online health applications, as well as treating internet addiction.…”
mentioning
confidence: 99%