Get Healthy! (In Second Life…)

By Andy

Promoting health, wellness, and beneficial dieting habits, the University of Houston has hit the ground running with a new project. The only problem? It will take place exclusively over the famously immersive Internet game, Second Life.

Researchers will be striving to shower subjects in healthy eating and exercising practices, hopefully rubbing off useful methods for preventing obesity and other illness in the process. The plan is to grant Second Life currency to those participants who spend their time on the virtual treadmill or bike, or to those eating healthy within the game world. Volunteers will also be able to commune with one another in a friendly environment, sharing experiences and helpful advice in the process. From the sound of it, the project will set up a virtual property within the game world for anyone who wishes to join in the fun as well. A worldwide contest will be established between countries as well, with members of each nation competing against each other with regard to health-consciousness and fitness in the Second Life world. Will the Canadians take Norway? Only time will tell.

Essentially, the University wants to promote healthy decision making all over the world. There’s only one problem as far as I’m concerned: it’s a game.

Their efforts have only the best interests at heart I know, but I feel like the promotion may have a greater chance of diminishing international wellness rather than increase it. Sure, plenty of the participants will gather boatloads of useful, beneficial information, but couldn’t they also get suckered into one of the most addictive online games of all time? Learning about carrots, peas, and bikes is a great thing in and of itself, but when that knowledge comes hand in hand with an unhealthy, time consuming habit, is it still so wonderful? I’m worried about little Davy, the average 19-year old fellow who just so happens to participate in a big University’s wellness promotion, then struggles for weeks on end with a Second Life addiction. After all, subjects and volunteers are rewarded with in-game currency, which encourages continued time spent within the game, buying new furniture, homes, or otherwise attractive items. The participants may become so distracted with their “second life,” that they go all but comatose in their first one. To me, it just seems like a bad idea. Perhaps the University of Houston should requite partakers with real-life spoils instead?

With reality’s hourglass quaffing down the sand, the project’s sought-afters could find themselves tossing away their time in a virtual world. We can only hope the diligence and drive of the participants stands this test.


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