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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)

This paper has been accepted and is currently in production.

It will appear shortly on 10.2196/15422

The final accepted version (not copyedited yet) is in this tab.

Using 360-video as a research stimulus in digital health studies: Lessons learned

  • Brittany A Zulkiewicz; 
  • Vanessa Boudewyns; 
  • Catherine Gupta; 
  • Ari Kirshenbaum; 
  • Megan A Lewis; 


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.


Please cite as:

Zulkiewicz BA, Boudewyns V, Gupta C, Kirshenbaum A, Lewis MA

Using 360-video as a research stimulus in digital health studies: Lessons learned

JMIR Serious Games. (forthcoming/in press)

DOI: 10.2196/15422


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