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Using mobile phone and virtual reality (like Second Life) for mental and behavioral health

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    Changrong JiChangrong Ji shared this idea  ·   ·  Admin →

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      • Changrong JiChangrong Ji commented  · 

        Non-clinical use cases may include using mobile smart phones to track mood, deliver personalized, context sensitive, stress reduction coaching, etc.

        Clinical use cases to supplement psychotherapy may include coaching/reminders for ADHD; regulate Borderline mood swings or depression by coaching or connecting with social support networks and therapist; etc;

        "Avatar Therapy" using Virtual Reality games such as Second Life may facilitate behavioral changes by allowing users to practice new strategies in the virtual world ( e.g. healthy eating, exercising, overcoming shyness or phobia, observing self from a different person's perspective) before applying them in the real world.

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