Co-creation In The Metaverse Towards Better Mental Health
Abstract
Struggles with mental health are at an all-time high, and there is a lack the community resources to respond to the needs of individuals dealing with anxiety, burnout, and social isolation. With the rise of the Metaverse, there is potential in using virtual worlds, avatars, and games to address the lack of available community resources for mental health. Game worlds such as Final Fantasy XIV already have thriving communities of players. A sub-category of “role-players” is a niche subculture within the gaming community that repurposed in-game lore and elements to create unique experiences at virtual venues. A handful of these venues purpose themselves to relieve stress and foster community building. By conducting virtual ethnography in Final Fantasy XIV I will learn about community building in the role-playing community and build and test a virtual venue to reveal the effectiveness of virtual worlds to help mitigate the impact on anxiety, burnout, and social isolation.
Keywords: Metaverse, Therapy, Virtual Communities
DOI: 10.54941/ahfe1002546
Cite this paper
More from this volume
- Influencer attributes and characterizations on Tourists' intention to revisit destination in social media influencer marketing
- Effects of Incentivized Fake Reviews on E-commerce Markets
- Human augmentation technology for teleworking in service/non-service industries: a survey in Japan
- Interdisciplinary Design Teaching: A pedagogical approach to train hands-on UX/UI designers
- Bridging the Gap Between Industry and Education: Engaging Design Professionals in the Education of Student Designers
- Designing a Multi-disciplinary Class to Create a Social Robot for Alzheimer's
- “Voices of Design: People, Stories and Innovation” Service Design through University and Community Engagement
- Reasons why students decide to leave a university
- User Experience of Social Web-based Virtual Reality for the Hybrid and Blended Learning Classroom
- Building Better Community: A You-centralized Experience
- Immersive AR Landmark-based Campus Wayfinding Solution with Focus on People with Navigation Difficulties
- Implicit Bias in UX Research Methods


AHFE Open Access