e.g. mhealth
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Player avatars met in the instructor’s digital home, and this was the primary location for starting the class and socializing in wave 2. The home environment could be changed to a variety of different digital settings. In wave 1, most participants seemingly enjoyed experiences that emphasized gameplay (eg, racing [VRChat and Dash Dash World] and freeze tag [VRChat] as shown in Figure 1 and cooperative cooking [VRChat] as shown in Figure 2).
JMIR Form Res 2023;7:e47630
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