THE
Concept: Behavior Change
Virtual Worlds: Taking Health Promotion to
New Levels
Lucy Annang, PhD, MPH; Jessica L. Muilenburg, PhD, MPH; Sheryl M. Strasser, PhD, MPH, MSW
INTRODUCTION
Traditionally, health promotion practice has relied on
print and popular media for information dissemination.
However, technology sprawl has challenged this tradition,
and progressive health promotion professionals are integrat-
ing email, text messaging. Web sites, and online support
groups into their repertoire.' A less familiar, yet attractive,
platform for health promotion specialists is the virtual world.
An online virtual world is "an interactive computer simula-
tion which allows participants to see, hear, use, and modify
simulated objects in a computer-created world."^*P '''^' Virtual
worlds can be designed for single participants; simultaneous
participants; or multiple groups of users, referred to as a
virtual community.• ''
We explore the possibilities of using virtual worlds to
broaden the reach and scope for health promotion.
Use of Technology in Health Promotion
The Internet is a demonstrably effective, vast channel for
health programming implementation. Successful Web-based
interventions include tutorials designed to increase knowl-
edge and change attitudes,• *• * counseling designed to aid
behavior change,'''" and personalized disease management
offered to help control health conditions.'^ A meta-analysis of
a variety of Web-based and non-Web-based behavior change
Lucy Annang, PhD, MPH, is an Assistant Professor at University of
South Carolina, Arnold School of Public Health, Department of
Health Promotion, Education, and Behavior, Columbia, South
Carolina; Jessica L. Muilenburg, PhD, MPH, is an Assistant
Professor, University of Georgia, Department of Health Promotion
and Behavior, Athens, Ceorgia. Sheryl M. Strasser, PhD, MPH,
MSW, is an Assistant Professor, Georgia State University, Institute of
Public Health, Atlanta, Georgia.
Send reprint requests to Lucy Annang, PhD, MPH, University of South
Carolina, Arnold School of Public Health, Department of Health
Promotion, Education, and Behavior, 800 Sumter Street, Suite 320B,
Columbia, SC 29208; lannang@gwm.sc.edu.
This manuscript was submitted April 22, 2008; revisions were requested August 19, November
¡3, and December 20, 2008; the manuscript was accepted for publication December 24, 2008.
Copyright © 2010 by American Journal of Health Promotion, Inc.
0890-1171/10/$5.00-hO
DOI: l0.4278/ajhp.08042236
interventions showed improved knowledge increases, inter-
mediate and main behavioral outcomes, and long-term
behavioral maintenance from Web-based interventions.*
These Web-based interventions have been effective in
changing behaviors, primarily through interactive messaging
and information dissemination. However, the use of virtual
worlds provides a platform for expanding the horizons of
health promotion even more.
Examples of Online Virtual Worlds
Several current instances of virtual world use are relevant to
public health and are presented here on the basis of their
public health applicability and/or content. The River City
Project (http://muve.gse.harvard.edu/rivercityproject/
index.html), funded by the National Science Foundation,
invites middle-school science students to address emerging
health problems of a simulated 19th century town. Students
use the interface, which closely resembles a video game, to
study illnesses of River City inhabitants, to create experiments
to test hypotheses about the nature of these illnesses, and to
make recommendations on the basis of their research
findings.^ Students who have used River City in their classroom
have experienced changes in self-efficacy and learning
processes, which suggests that increased use of such platforms
may be beneficial to young people.'"
Whyville (http://www.whyville.net), a virtual world for pre-
teens and teens, allows citizens to learn about science,
journalism, civics, economics, and public health." The
Centers for Disease Control and Prevention (CDC) has used
Whyville to expose youth to real-world health lessons about
vaccinations for whypox and whyflu.'^'"' This interactive
community has been lauded for increasing awareness,
improving education, and generating real-world discussion by
youth about health issues with their peers and family
members.'''
A third example. Second Life (http://secondlife.com), is a
virtual world designed for recreation.''' With more than 13
million users. Second Life offers a variety of venues to reach
massive audiences at once. It has been recognized for
fostering explorative interaction and communication for
users to build social networks.''"' Several illustrations of
Second Life use include academic courses offered exclusively
in Second Life; educational tool warehouses created by non-
profit organizations for inhabitants; and a virtual office
established by the CDC that is complete with evolving event
344 American Journal of Health Promotion