Javascript must be enabled to continue!
Using virtual worlds as a platform for collaborative meetings in healthcare: a feasibility study
View through CrossRef
Abstract
Background
Healthcare teams often consist of geographically dispersed members. Virtual worlds can support immersive, high-quality, multimedia interaction between remote individuals; this study investigated use of virtual worlds to support remote healthcare quality improvement team meetings.
Methods
Twenty individuals (12 female, aged 25–67 [M = 42.3, SD = 11.8]) from 6 healthcare quality improvement teams conducted collaborative tasks in virtual world or face-to-face settings. Quality of collaborative task performances were measured and questionnaires and interviews were used to record participants’ experiences of conducting the tasks and using the virtual world software.
Results
Quality of collaborative task outcomes was high in both face-to-face and virtual world settings. Participant interviews elicited advantages for using virtual worlds in healthcare settings, including the ability of the virtual environment to support tools that cannot be represented in equivalent face-to-face meetings, and the potential for virtual world settings to cause improvements in group-dynamics. Reported disadvantages for future virtual world use in healthcare included the difficulty that people with weaker computer skills may experience with using the software. Participants tended to feel absorbed in the collaborative task they conducted within the virtual world, but did not experience the virtual environment as being ‘real’.
Conclusions
Virtual worlds can provide an effective platform for collaborative meetings in healthcare quality improvement, but provision of support to those with weaker computer skills should be ensured, as should the technical reliability of the virtual world being used. Future research could investigate use of virtual worlds in other healthcare settings.
Springer Science and Business Media LLC
Title: Using virtual worlds as a platform for collaborative meetings in healthcare: a feasibility study
Description:
Abstract
Background
Healthcare teams often consist of geographically dispersed members.
Virtual worlds can support immersive, high-quality, multimedia interaction between remote individuals; this study investigated use of virtual worlds to support remote healthcare quality improvement team meetings.
Methods
Twenty individuals (12 female, aged 25–67 [M = 42.
3, SD = 11.
8]) from 6 healthcare quality improvement teams conducted collaborative tasks in virtual world or face-to-face settings.
Quality of collaborative task performances were measured and questionnaires and interviews were used to record participants’ experiences of conducting the tasks and using the virtual world software.
Results
Quality of collaborative task outcomes was high in both face-to-face and virtual world settings.
Participant interviews elicited advantages for using virtual worlds in healthcare settings, including the ability of the virtual environment to support tools that cannot be represented in equivalent face-to-face meetings, and the potential for virtual world settings to cause improvements in group-dynamics.
Reported disadvantages for future virtual world use in healthcare included the difficulty that people with weaker computer skills may experience with using the software.
Participants tended to feel absorbed in the collaborative task they conducted within the virtual world, but did not experience the virtual environment as being ‘real’.
Conclusions
Virtual worlds can provide an effective platform for collaborative meetings in healthcare quality improvement, but provision of support to those with weaker computer skills should be ensured, as should the technical reliability of the virtual world being used.
Future research could investigate use of virtual worlds in other healthcare settings.
Related Results
Perceptions of Telemedicine and Rural Healthcare Access in a Developing Country: A Case Study of Bayelsa State, Nigeria
Perceptions of Telemedicine and Rural Healthcare Access in a Developing Country: A Case Study of Bayelsa State, Nigeria
Abstract
Introduction
Telemedicine is the remote delivery of healthcare services using information and communication technologies and has gained global recognition as a solution to...
Universal Design for Virtual Worlds
Universal Design for Virtual Worlds
We describe three broad approaches to the issue of accessibility design within Virtual Worlds. Our intent is to stimulate the thinking of content designers within Virtual Worlds a...
How Should College Physical Education (CPE) Conduct Collaborative Governance? A Survey Based on Chinese Colleges
How Should College Physical Education (CPE) Conduct Collaborative Governance? A Survey Based on Chinese Colleges
Background and Aim: College physical education (CPE) is a Key Stage in the transition from school physical education to national sports. Collaborative governance is an effective ne...
Henry Lives! Learning from Lawson Fandom
Henry Lives! Learning from Lawson Fandom
Since his death in 1922, Henry Lawson’s “spirit” has been kept alive by admirers across Australia. Over the last century, Lawson’s reputation in the academy has fluctuated yet fan ...
The moderating effect of social roles on user behaviour in virtual worlds
The moderating effect of social roles on user behaviour in virtual worlds
PurposeVirtual worlds are a typical form of social network syndication. Although the future of the virtual world phenomenon seems bright, not all efforts have succeeded. Therefore ...
Defining "Virtual Community"
Defining "Virtual Community"
The rise of the Internet has spawned the prolific use of the adjective “virtual.” Both the popular press and scholarly researchers have written about virtual work, virtual teams, v...
Defining "Virtual Community"
Defining "Virtual Community"
The rise of the Internet has spawned the prolific use of the adjective “virtual.” Both the popular press and scholarly researchers have written about virtual work, virtual teams, v...

