DOI: 10.4018/978-1-60960-854-5.ch018
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Virtual Worlds and Behavioral Change

Abstract: This chapter discusses how virtual worlds (VWs) have been and are being used for the prevention and treatment of addictive behaviors related to substance abuse. The substances covered are tobacco, alcohol, and illegal drugs. By definition, physical health concerns the body but there is an indisputable physiological component to mental health (for example, vitamin D is related to depression). I suggest that embodiment – as a distinctive characteristic of VWs when compared to other virtual spaces (e.g.: chatroom… Show more

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Cited by 2 publications
(1 citation statement)
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“…Users can interact with each other and the environment using textural, oral, gestural, and graphic languages. Educators treated the platform as an innovative teaching method for diverse classrooms [2,3] , researchers used it for embodiment and behavioral change [4] , healthcare professionals attempted to use it for advocating healthy behaviors in the treatment of substance abuse [4] , companies made use of it for social networking and team building projects. However, as immersive technologies and IoT technologies emerged, Second Life soon lost its weight in the foundation of the new Metaverse era.…”
Section: Metaverse Progress and Applicationsmentioning
confidence: 99%
“…Users can interact with each other and the environment using textural, oral, gestural, and graphic languages. Educators treated the platform as an innovative teaching method for diverse classrooms [2,3] , researchers used it for embodiment and behavioral change [4] , healthcare professionals attempted to use it for advocating healthy behaviors in the treatment of substance abuse [4] , companies made use of it for social networking and team building projects. However, as immersive technologies and IoT technologies emerged, Second Life soon lost its weight in the foundation of the new Metaverse era.…”
Section: Metaverse Progress and Applicationsmentioning
confidence: 99%