Skip to main content
Journal of the Royal Society of Medicine logoLink to Journal of the Royal Society of Medicine
. 2022 Dec 8;115(12):484–486. doi: 10.1177/01410768221144763

Transforming health through the metaverse

Connor S Qiu 1,, Azeem Majeed 1, Sadhia Khan 2, Mando Watson 2
PMCID: PMC9747900  PMID: 36480946

A real change is on the horizon. In October 2021, Facebook announced that it would rebrand itself as ‘Meta’, and this generated high levels of public interest in the metaverse for the first time. Definitions for the metaverse vary and there is still much uncertainty in its eventual future manifestation. It is perhaps best defined as a fully immersive parallel digital reality where users will be able to interact at a scale previously unimagined. 1 The advent of the metaverse could have transformational impact on every aspect of human life, from our social interactions to what we ascribe real value to. Just as the Internet has completely transformed health, the metaverse will redefine virtual and physical possibilities in health. 2 This will have major implications for our health and for healthcare delivery. The coming of age of the metaverse is in due largely to the maturation of technological advances in artificial intelligence and devices that enable the delivery of mixed, augmented and virtual reality, along with cryptography, the catalyst behind web3, and increased computing power. 1

The concept of the metaverse is not new. One of the first incarnations of a virtual world that attempted to mimic many of the activities in the real world is the video game Second Life, which was first launched in 2003. In this game, players from all over the world, called residents, would style and create a representation of themselves, known as avatars. There was also a native currency, the Linden dollar, which could be exchanged for real money.

This video game may seem far detached from the desire of health systems to improve a population’s physical and mental health, but Second Life has been a platform where diverse health initiatives have been trialled, including for health education, advocacy and training. 3 These include the Cystic Fibrosis University, which is an example of a patient health education initiative. 3 A Diabetes UK headquarters in the virtual world and patient support networks also exist; for example, for families of disabled children. Membership of such a virtual world could increase the psychological resilience of people against world-changing events, illustrated during the advent of the COVID-19 pandemic, and its uncertain implications for individual health and wellbeing. 4 As virtual world behaviours can translate into real-world behaviours and actions, and as these experiences become increasingly immersive, the Proteus effect, where users take on the attributes of their virtual incarnations, could be a progressively important and powerful way of changing the global health dialogue and health attitudes in the future. 5

There have already been numerous attempts to use more immersive, dynamic and mobile computing experiences to revitalise healthcare services and delivery. Accelerated by the ongoing COVID-19 pandemic, telehealth has seen considerable growth and illustrates some of the concerns and barriers of technological adoption. Remote healthcare delivery, and the monitoring of medical conditions such as hypertension and depression, levels the playing field in terms of quality of delivery through expertise sharing and accessibility, most obviously in time efficiency and the ability to be location agnostic. 6 Technologies, such as video chat and electronic record keeping, that enable effective virtual consultations largely lie in the Web 2.0 space, and the connectivity that enables such interactions and working modalities can be adapted and extended to realms ranging from a family doctor consultation to that of remotely enabled surgery. The effectiveness of telehealth in its most rudimentary form can be comparable or superior to that of conventional physical clinic delivery, but is dependent on the disease indication and specific type of patient encounter, and may not be suitable for all patients. It may also exacerbate health inequalities because of the ‘Digital Divide’ between better educated and more affluent population groups compared to less well-educated and poorer groups. 7

Developments in technology have paved the way for the augmentation of healthcare services delivery and digital therapeutics for conditions of high unmet need through virtual, augmented and mixed reality hardware, key enablers of a healthcare metaverse. An instance where this may be the case is in the clinical assessment of patients with musculoskeletal conditions and movement disorders through, for example, a virtual hologram that would allow for higher fidelity clinical interpretation and analysis of patients not located in the same physical space. 8

The healthcare professional and patient interface may benefit from technologies such as the mixed reality headset, Microsoft HoloLens, which has been widely deployed in healthcare settings to help with medical education and training. Mixed reality headsets have been deployed in the context of guided surgery in the operating room or ward rounds where patient vitals and investigations can be projected onto the user’s visual landscape while at the patient’s bedside, reducing the ward round time by around 43 min or one-third when compared to the total time without such augmentation. 9 The number of staff needing to be present on the ward round can also be cut down through telecommunication supported through such devices. Virtual reality, a fully immersive virtual experience, has been trialled effectively as a digital therapeutic for pain management and mental health. 10

The metaverse will not, however, be a solution for all ailments or a solution for a healthcare system that has fundamental structural deficits and is under extreme pressures. There are significant financial and educational bottlenecks with the deployment and maturation of such technologies. Unintended consequences of social media and increased screen time could, for example, exacerbate mental health issues in adolescents. Rates of short-sightedness are rapidly rising and nearly 5 billion people will be myopic in 2050, but counterintuitively the problem could equally be the solution – social media could improve education for families and in turn modulate child behaviour reducing the risk factors for myopia progression, such as reducing screen time and increasing physical time outdoors. 11

Legacy technology interoperability, the digital divide and technological adoption challenges for the elderly and disadvantaged are important factors to consider, as there is increasing concern that national and international health inequalities and inequities will be exacerbated by the technological arms race driven by intensifying technological and geopolitical rivalry. 12 Digital therapeutics have already shown how the increasing widespread ubiquity of digital devices and user familiarity with technology can produce new solutions to the benefit of patients and healthcare systems. An example is the Food and Drug Administration-approved video game, EndeavorRx, to treat attention deficit hyperactivity disorder. 13 The metaverse, however, promises much more for health. Our young people, and therefore health itself, will inevitably be shaped by the advent of the metaverse, enabling us to deliver on a better and optimistic future vision for health.14,15

Declarations

Competing Interests

None declared.

Funding

None declared.

Ethics approval

Not applicable.

Guarantor

CSQ.

Contributorship

CSQ wrote the article receiving feedback from AM, SK and MW.

Acknowledgements

The authors would like to thank Connecting Care for Children (https://www.cc4c.imperial.nhs.uk/) for inspiring this article.

ORCID iDs

Connor S Qiu https://orcid.org/0000-0002-7314-1504

Azeem Majeed https://orcid.org/0000-0002-2357-9858

Provenance

Non commissioned; editorial review.

References

  • 1.Mystakidis S. Metaverse. Encyclopedia 2022; 2: 486–497. [Google Scholar]
  • 2.Wald HS, Dube CE, Anthony DC. Untangling the Web – the impact of Internet use on health care and the physician–patient relationship. Patient Educ Couns 2007; 68: 218–224. [DOI] [PubMed] [Google Scholar]
  • 3.Beard L, Wilson K, Morra D, Keelan J. A survey of health-related activities on second life. J Med Internet Res 2009; 11: e17–e17. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 4.Paul I, Mohanty S, Sengupta R. The role of social virtual world in increasing psychological resilience during the on-going COVID-19 pandemic. Comput Human Behav 2022; 127: 107036. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 5.Yee N, Bailenson J. The Proteus effect: the effect of transformed self-representation on behavior. Human Commun Res 2007; 33: 271–290. [Google Scholar]
  • 6.Fisher K, Magin P. The telehealth divide: health inequity during the COVID-19 pandemic. Fam Pract 2022; 39: 547–549. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 7.Snoswell CL, Chelberg G, De Guzman KR, Haydon HH, Thomas EE, Caffery LJ, et al. The clinical effectiveness of telehealth: a systematic review of meta-analyses from 2010 to 2019. J Telemed Telecare 2021. DOI: 10.1177/1357633X211022907. [DOI] [PubMed] [Google Scholar]
  • 8.Sekimoto S, Oyama G, Chiba S, Nuermaimaiti M, Sasaki F, Hattori N. Holomedicine: proof of the concept of interactive three‐dimensional telemedicine. Mov Disord 2020; 35: 1719–1720. [DOI] [PubMed] [Google Scholar]
  • 9.Levy JB, Kong E, Johnson N, Khetarpal A, Tomlinson J, Martin GF, et al. The mixed reality medical ward round with the MS HoloLens 2: innovation in reducing COVID-19 transmission and PPE usage. Future Healthc J 2021; 8: e127–e130. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 10.Makin S. The emerging world of digital therapeutics. Nature 2019; 573: S106–S106. [DOI] [PubMed] [Google Scholar]
  • 11.Li Q, Guo L, Zhang J, Zhao F, Hu Y, Guo Y, et al. Effect of school-based family health education via social media on children’s myopia and parents’ awareness: a randomized clinical trial. JAMA Ophthal 2021; 139: 1165–1172. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 12.Timmermans S, Kaufman R. Technologies and health inequities. Annu Rev Sociol 2020; 46: 583–602. [Google Scholar]
  • 13.Evans SW, Beauchaine TP, Chronis-Tuscano A, Becker SP, Chacko A, Gallagher R, et al. The efficacy of cognitive videogame training for ADHD and what FDA clearance means for clinicians. Evidence-Based Pract Child Adoles Mental Health 2021; 6: 116–130. [Google Scholar]
  • 14.Yang D, Zhou J, Chen R, Song Y, Song Z, Zhang X, et al. Expert consensus on the metaverse in medicine. Clinical eHealth 2022; 5: 1–9. [Google Scholar]
  • 15.Ringel MS, Scannell JW, Baedeker M, Schulze U. Breaking Eroom's Law. Nat Rev Drug Discov 2020; 19: 833–835. [DOI] [PubMed] [Google Scholar]

Articles from Journal of the Royal Society of Medicine are provided here courtesy of Royal Society of Medicine Press

RESOURCES