Abstract
Real cognitive power comes from using external aids that enhance our cognitive activities; however, without such assistance, our memories, thoughts and reasonings are all constrained (Ware 2008). Exposure to trauma can cause damage to the area of the brain noted for value-based decision-making and can lead to a greater risk of mental health problems. However, evidence suggests that social support may provide a protective barrier on brain structure. A major factor in high suicide rate among military veterans is due to untreated mental illness. Unfortunately, there is a gap of service for veterans released from active duty and who are waiting to be treated by VA Medical Centers. Recently, there have been several press releases concerning the increase of suicide among veterans, and the inability of the VA to serve veterans in a timely manner. Numerous laws, blue ribbon commissions, Inspector General (IG) reports, Government Accountability reports, and hearings in both the Senate and House of Representatives Veterans’ Affairs Committees are examining ways to fix this inefficiency (Heller et al. 2014; Ducharme 2018). The main objective of this research is to describe how players experience healthy socialization within virtual reality social environments using virtual ethnography and phenomenology. This exploration of healthy socialization using the emerging virtual reality social platforms may enable both positive socialization and positive emotional states (Stephane 2007 and Savage 2014) for both the short-term gap of service, and the long-term building of resilience.
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Savage, J.M., Stephane, L. (2019). Socialization of Veterans Using Virtual Reality. In: Stephanidis, C. (eds) HCI International 2019 - Posters. HCII 2019. Communications in Computer and Information Science, vol 1034. Springer, Cham. https://doi.org/10.1007/978-3-030-23525-3_69
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