Expanding health, wellness, and consciousness in the metaverse
summary
Creators describe concrete work: classroom AR art that lights up from black‑and‑white and reaches over 1 million students and shows educators reporting 70% less bullying after a year; a camera‑based therapy app that uses computer vision on phones to capture objective movement data and deploys in pediatric hospitals and skilled‑nursing sites; a community game built from the Wheel of Awareness with focus‑group results on coping, and a vaccine‑prompting AR installation colocated with a vaccine unit leading to immediate uptake.
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chapters (14)
- 0:00Session overview
- 1:08Introducing panelists
- 7:18AR for youth mental health
- 10:49Tech for addiction recovery
- 13:19Purpose in XR projects
- 14:46AR therapy in practice
- 18:23Scaling mental health artworks
- 21:13Cultural reception in recovery
- 24:43AR for vaccine awareness
- 27:13Future of immersive therapy
- 28:17Mental health in metaverse
- 28:59Addiction recovery research
- 29:20Showcasing projects
- 30:01Closing remarks
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