Second Life

Second Life, a virtual metaverse, was created by Linden Labs in 2001 and is defined by its creator as a “3D world, imagined, created and owned by its residents.”  This virtual environment thrives on the interactions of real world individuals and their CGI residents or avatars. The avatars interact with people, businesses and organizations in a 3D environment.  There are currently 7.5 million residents in Second Life.

The Center for Connected Health recognizes Second Life as a new, unique, and rich communications medium that deserves attention and research.

Center for Connected Health Models of Care

Second Life

The aim of this program is to determine whether the Relaxation Response (RR), designed by the Benson-Henry Institute for Mind Body Medicine, can be successfully taught using the medium Second Life.

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Center for Connected Health Models of Care

Second Life

The aim of this program is to determine whether the Relaxation Response (RR), designed by the Benson-Henry Institute for Mind Body Medicine, can be successfully taught using the medium Second Life.

9 Comments

Resources

Get Started in Second Life

Follow these steps to get started in Second Life.

Second Life: Healthcare Enters the Virtual World

First Real-Time, Interactive Healthcare Conference Held in Second Life, Featuring Panel From 'Real Life' Partners Connected Health Conference

Resources

Get Started in Second Life

Follow these steps to get started in Second Life.

Second Life: Healthcare Enters the Virtual World

First Real-Time, Interactive Healthcare Conference Held in Second Life, Featuring Panel From 'Real Life' Partners Connected Health Conference

JCK promo photoNew! The cHealth Blog
Check out Dr. Joe Kvedar's new blog about Connected Health:
The cHealth Blog

 

News & Articles Show Less

Virtual pain can yield real-world gainClub One Island is the brainchild of Club One, a network of California fitness clubs. The company sees Club One Island not only as a way to empower and inspire overweight folks to address their obesity but also as a potential product that it can sell to health care companies.
Wednesday, May 26, 2010 | Boston Globe
Avatar II: The Hospital Healthcare facilities are discovering that practicing in the virtual world can have major benefits in real life.
Tuesday, April 13, 2010 | The Wall Street Journal
How The Internet Is Changing Health CareFrom Twitter to Second Life to Facebook, patients now have access to more health information than ever before.
Thursday, July 30, 2009 | Forbes
Can Second Life help teach doctors to treat patients?At Imperial College London, medical students navigate a full-service hospital where they see patients, order X-rays, consult with colleagues and make diagnoses.
Monday, March 30, 2009 | Jeremy Bradley
Health care meets social networkingThe health care industry's use of blogs, social networks, podcasts and other user-generated mediums is transforming the dissemination of health information.
Tuesday, January 20, 2009 | Jacksonville Business Journal
Virtual business, for real?It's cheaper to meet in Second Life than in a ballroom.
Monday, November 10, 2008 | The Boston Globe
Parallel universe: Entering an online 3-D worldThe medical community is trying to find real-life benefits from the virtual reality of Second Life.
Monday, September 8, 2008 | American Medical News
Obese people get online chance to lose weightPeople who are obese in the real world will get the opportunity to participate in a research project conducted entirely in the virtual world to help their avatars - and hopefully their real-life selves - lose weight and get in better shape.
Friday, August 8, 2008 | San Francisco Chronicle
 

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