Beard Leslie, Wilson Kumanan, Morra Dante, Keelan Jennifer
Centre for Innovation in Complex Care, University Hospital Network, Toronto, ON, Canada.
J Med Internet Res. 2009 May 22;11(2):e17. doi: 10.2196/jmir.1192.
Increasingly, governments, health care agencies, companies, and private groups have chosen Second Life as part of their Web 2.0 communication strategies. Second Life offers unique design features for disseminating health information, training health professionals, and enabling patient education for both academic and commercial health behavior research.
This study aimed to survey and categorize the range of health-related activities on Second Life; to examine the design attributes of the most innovative and popular sites; and to assess the potential utility of Second Life for the dissemination of health information and for health behavior change.
We used three separate search strategies to identify health-related sites on Second Life. The first used the application's search engine, entering both generic and select illness-specific keywords, to seek out sites. The second identified sites through a comprehensive review of print, blog, and media sources discussing health activities on Second Life. We then visited each site and used a snowball method to identify other health sites until we reached saturation (no new health sites were identified). The content, user experience, and chief purpose of each site were tabulated as well as basic site information, including user traffic data and site size.
We found a wide range of health-related activities on Second Life, and a diverse group of users, including organizations, groups, and individuals. For many users, Second Life activities are a part of their Web 2.0 communication strategy. The most common type of health-related site in our sample (n = 68) were those whose principle aim was patient education or to increase awareness about health issues. The second most common type of site were support sites, followed by training sites, and marketing sites. Finally, a few sites were purpose-built to conduct research in SL or to recruit participants for real-life research.
Studies show that behaviors from virtual worlds can translate to the real world. Our survey suggests that users are engaged in a range of health-related activities in Second Life which are potentially impacting real-life behaviors. Further research evaluating the impact of health-related activities on Second Life is warranted.
政府、医疗保健机构、公司和私人团体越来越多地选择“第二人生”作为其Web 2.0传播策略的一部分。“第二人生”为传播健康信息、培训卫生专业人员以及为学术和商业健康行为研究开展患者教育提供了独特的设计功能。
本研究旨在对“第二人生”上与健康相关的活动范围进行调查和分类;检查最具创新性和最受欢迎的网站的设计属性;评估“第二人生”在传播健康信息和改变健康行为方面的潜在效用。
我们使用三种不同的搜索策略来识别“第二人生”上与健康相关的网站。第一种方法是使用该应用程序的搜索引擎,输入通用和特定疾病的关键词来查找网站。第二种方法是通过全面回顾印刷品、博客和媒体来源中讨论“第二人生”上健康活动的内容来识别网站。然后我们访问了每个网站,并使用滚雪球方法识别其他健康网站,直到达到饱和状态(未识别到新的健康网站)。我们将每个网站的内容、用户体验和主要目的以及基本网站信息(包括用户流量数据和网站规模)制成表格。
我们在“第二人生”上发现了广泛的与健康相关的活动,以及包括组织、团体和个人在内的多样化用户群体。对许多用户来说,“第二人生”活动是他们Web 2.0传播策略的一部分。在我们的样本(n = 68)中,最常见的与健康相关的网站类型是那些主要目的是患者教育或提高对健康问题认识的网站。第二常见的网站类型是支持网站,其次是培训网站和营销网站。最后,有一些网站是专门为在“第二人生”中进行研究或为现实生活研究招募参与者而建立的。
研究表明,虚拟世界中的行为可以转化为现实世界中的行为。我们的调查表明,用户在“第二人生”中参与了一系列与健康相关的活动,这些活动可能会影响现实生活中的行为。有必要进一步开展研究,评估与健康相关的活动对“第二人生”的影响。