Dr. Miguel Barreda-Ángeles, a Communication Science researcher the Vrije Universiteit Amsterdam, is conducting a survey on the use of social VR platforms during the coronavirus pandemic. He says:
The aim of this study is to understand how people are using Virtual Reality social networks (for instance, VRChat, AltSpaceVR, etc.) during the COVID-19 pandemic. The knowledge generated can be useful for understanding the role of new communication technologies in health crises.
The survey is completely anonymous; we do not collect information that could be used to identify you. It takes about seven minutes to complete it.
Hello! We are a group of academic researchers who are conducting a research project about social VR. The project is about understanding why people use social VR, how they interact with one another in social VR, and how social VR supports their social needs, identity construction, and relationship building. If you have experienced any social VR platforms/applications/environments and are willing to be interviewed, please contact us and we will send you the information sheet, which provides more details about this research. You will be paid a $20 Amazon gift card after the interview is completed.
Therapeutic virtual reality (VR) has emerged as an effective, drug-free tool for pain management, but there is a lack of randomized, controlled data evaluating its effectiveness in hospitalized patients. We sought to measure the impact of on-demand VR versus “health and wellness” television programming for pain in hospitalized patients.
Patients were split into two random groups. One group was treated with VR and the other (control) group viewed flat-screen relaxation television programming. The researchers concluded that the VR group reported significantly reduced pain when compared to those just watching TV. Not only that, the study found that virtual reality was the most effective for severe pain (i.e. pain that ranked 7 or higher on a scale of 1 to 10).
“There’s been decades of research testing VR in highly controlled environments — university laboratories, the psychology department and so on,” Dr. Brennan Spiegel, director of health services research at Cedars-Sinai and the study’s lead author, told MobiHealthNews. “This study is really letting VR free and seeing what happens. What I mean by that is it’s a pragmatic study where we didn’t want to control every single element of the study, but literally just see [what would happen] if we were to give it to a broad range of people in the hospital with pain; how would it do compared to a control condition already available in the hospital?”
This strength — alongside the substantial size of the patient population, variety of pain types included and direct comparison to an existing multimedia intervention — helps make the clearest case yet for VR’s clinical potential within the hospital, Spiegel continued, and paves the way for live deployments of the technology as part of inpatient care.
“We don’t need more science at this point to justify deploying VR in the hospital or creating virtualist consult services in the hospital. We’ve got enough evidence now, in my opinion, to begin using this in the inpatient environment,” he said.
Citation: Spiegel B, Fuller G, Lopez M, Dupuy T, Noah B, Howard A, et al. (2019) Virtual reality for management of pain in hospitalized patients: A randomized comparative effectiveness trial. PLoS ONE 14(8): e0219115. https://doi.org/10.1371/journal.pone.0219115
From time to time on this blog, I have covered academic research involving virtual reality in general (here and here) and social VR in particular (here), and it is wonderful to see a new field of research take shape around social virtual reality. One of those researchers is called, aptly enough, the Institute for the Future:
The Institute for the Future (IFTF) is a Palo Alto, California–based not-for-profit think tank. It was established, in 1968, as a spin-off from the RAND Corporation to help organizations plan for the long-term future, a subject known as futures studies. They describe themselves as:
For over 50 years, businesses, governments, and social impact organizations have depended upon IFTF global forecasts, custom research, and foresight training to navigate complex change and develop world-ready strategies. IFTF methodologies and toolsets yield coherent views of transformative possibilities across all sectors that together support a more sustainable future.
IFTF has just released a report on social VR titled Leading-Edge Behaviors from the New World of Social VR:
On a handful of platforms around the world, a small group of pioneers are hanging out in 3D environments in 3D bodies. They are willing to endure technical challenges, limited content, and lack of standard practices and etiquette to be the first to inhabit and explore new shared virtual worlds. IFTF spent eight months exploring their environments, communities, and practices. Their experiments provide early signals that point to a future where we each have a personal digital body, and content can be experienced in full 3D space. This will have profound implications for how we socialize, learn, work, engage with content, and take care of ourselves.
This study contains 10 Leading-Edge Behaviors: emerging and innovative user practices likely to play out more broadly over the next few years. Leading-edge Behaviors inspire and inform new products, experience and service ideas, and reveal emerging opportunities and implications. Leading-Edge Behaviors are created through a blend of expert interviews, observational and ethnographic research, and horizon scanning with people pushing the edges of new applications, devices, and platforms.
Here are the 10 leading-edge behaviours in social VR identified in this report:
This is report which pulls together insights and information from a wide variety of sources in an attempt to identify future trends, and it is well worth your time to read through it in detail. If you are interested in this report, you can find it here (the link is a Adobe Acrobat PDF format slide deck). The report includes links to many other resources, making it a good starting point for your own investigations.
I’d like to thank Lyn Jeffery and the entire team at IFTF for releasing this report to the public for free. It’s a truly valuable contribution to the nascent field of research into various aspects of social VR.