Currently accepted at: JMIR Serious Games
Date Submitted: Jul 10, 2019
Open Peer Review Period: Jul 15, 2019 - Aug 20, 2019
Date Accepted: Oct 20, 2019
(closed for review but you can still tweet)
Using 360-video as a research stimulus in digital health studies: Lessons learned
Due to the accessibility of 360-video cameras to record content and the technology to view the videos via mobile and other devices, the use of 360-video to place people in different contexts and convey health-related information is becoming easier. 360-videos have the potential to enhance health-related attitudes and behaviors, and they are being used increasingly in health marketing. We describe the challenges and lessons learned in designing and implementing a 360-video as part of an online experiment focused on inducing empathy among clinicians for patient experience. Given the rapid change in digital technology, future research can use these learnings to design and implement 360-video studies more quickly.
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