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The Metaverse may be the next frontier for Healthcare

Ever since Facebook changed their name to “Meta” there has been a lot of talk about ‘the Metaverse’.  Zuckerberg announced the change clearly to reflect the coming of the next stage of the internet (also known as Web 3.0). However Zuckerberg is far from the leading edge, the metaverse is not a new concept.

What is the Metaverse? The metaverse is a conglomeration of virtual worlds that can be accessed through VR (Virtual Reality) and AR (Augmented Reality) devices. It is touted as the next evolution of the internet in which we get to experience the internet in a tangible and immersive way. The metaverse has already gained traction in gaming and gambling with the rise of VR games and metaverse casinos. The sale of VR headsets like Occulus have been going on since 2016 and other brands even earlier than that. VR and AR are nothing new.

Surely as this technology begins to mature there are more things under the sun than petting your virtual cat or riding a virtual rollercoaster. Let’s think about how we can bring some value to the real human experience. Specifically healthcare.  Let’s examine at a high level the relationship between the metaverse & healthcare and the potential roles (both beneficial and detrimental) the metaverse and its associated tech may play in the healthcare sector.

The Beneficial Relationship between the Metaverse and Healthcare

The Metaverse has shown some promise in being a technology that can be easily leveraged for Healthcare. Let’s look at some of the low hanging fruit:

●      Telemedicine & Telepresence

This concept is simply defined as the provision of healthcare remotely. Healthcare is already being provided remotely, especially since the dawn of the COVID era when people could not visit their doctor. People had to talk to their doctors through their phones or video calls. Only 43% of medical facilities could provide remote treatments pre-pandemic, compared to 95% as of February 2022. VR is already being used in the treatment of certain phobias by exposing the patient to triggering situations in a virtual environment.

With this rise in the use of technology, the stage is being set to have virtual hospitals in the metaverse that can be accessed through a VR headset. Early versions are hoping to offer physiotherapy and counselling services initially and precipitate greater strides for telemedicine.

●      Digital Twinning

This means the creation of a replica of ourselves in a virtual world, down to our internal organs and the state of our health at the moment including integrate past MRIs, CT Scans and X-Rays.  This digital twin can then be used to predict the pace of recovery from an illness; the toll age would take on our bodies, etc.

●      Storing Medical Records

The metaverse has the potential to change the way we store our medical records. Currently, medical records are stored in a central database, and it usually takes weeks to get access to your records. However blockchain technology, an important component of the metaverse, can offer greater control over how medical data is stored and shared. The records stored on the blockchain will be safer and more secure.

The Double-Edged Sword

The metaverse and VR/AR can be a great boon to the healthcare sector, but is there another shoe waiting to drop? Knowing that it is still new technology, there are uncertainties that would make you wonder if the disadvantages are equal to or outweigh the advantages the metaverse provides for the healthcare sector. There are a few reports of nausea and dizziness associated with the use of VR Headsets, but what other seemingly deleterious effects does the metaverse have?

●      Risks of Sustained VR Usage

Aside from nausea and dizziness, VR environments can cause eye strain as a result of low resolution or poor picture quality. Sustained usage with these visual properties may strain the eyes.

There is also the possibility of behavioural transformations. For now, VR does not create an accurate depiction of the real world. There are a lot of artificial stimuli which the brain may not be able to process properly, and this affects the sense of direction and stability of the individual involved. Another risk is physical fatigue, especially if the activities performed in the virtual environment involve physical exertion.

●       Data Safety and Privacy

It is no news that Meta, a frontrunner in the creation of the metaverse, has been embroiled in scandals regarding how they handled users’ data on their social media platforms. So it is natural to have concerns about data safety, especially for kids who are keen on technology usage but not nearly careful enough. The nature of the metaverse means that a lot of your info would be out and accessible and shared over insecure channels. Therefore, it is up to the creators of metaverse ecosystems to ensure that our data and that of young people are safe.

Though they have promised to take privacy seriously, we all know that the paramount consideration for them is turning a profit. However, since the metaverse is still in its nascent stage, there is enough time for regulators to erect safeguards that will protect users. Whether that is likely to occur is anyone’s guess. Historically it has been profit before privacy.

●      Access Inequality

VR/AR devices are not cheap. Realistically, these devices are out of the price range of those that can barely afford internet access. So, there is the fear that the metaverse may likely worsen the divide caused by inaccessibility to quality healthcare.

●      Further Impact on Decreasing Socialization

Currently, most people are always on their mobile phones, and many prefer to interact online than interact in person. Physical human interaction is on the decline, and it could decline further when many people now use and have VR headsets. People may prefer to remain at home and experience the world virtually.

●      Impact on Mental Health

On the impact of sustained VR use on children’s mental health, experts have not been able to come up with conclusive theories because of the lack of data. This lack of data is a result of the novelty of VR tech. Most children have not been exposed to VR headsets consistently, and those who have, are not old enough for studies on the long-term mental health effects to be carried out.

However, what we do know is that many kids are tied to their phones 24/7. So what happens when they are donning VR goggles and never leaving the house? Preliminary studies have shown that children may be at the risk of addiction, not being able to differentiate the virtual world from reality, and manifest social disorders.

The Meta Classroom

There is a possibility of getting an education in the metaverse.  Imagine a scenario where learning is now done in the metaverse. Students log in with their avatars and sit in a virtual classroom. A lot of schooling is already occurring online with apps like Zoom, Google Classroom, etc. this shows the meta classroom is really not far off especially with the continued fear of more waves of Covid.

The metaverse is finding its way into the health sector and will most likely break into the educational sector. However, with the aforementioned health risks of the metaverse, maybe it’s not something to look forward to?

It is clear that the metaverse has the potential to revolutionize healthcare as we know it, from treatment plans and medical records to patient interactions with medical personnel. However, there are still a few hoops that we need to jump through to get there. Security, privacy, equal access, abuse of the technology and issues related to too much immersion in that technology. Not everyone is keen on getting healthcare via the metaverse, so adoption and acceptance will be the challenge.