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Virtual world
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===Medical=== Disabled or chronically invalided people of any age can benefit enormously from experiencing the mental and emotional freedom gained by temporarily leaving their disabilities behind and doing, through the medium of their avatars, things as simple and potentially accessible to able, healthy people as walking, running, dancing, sailing, fishing, swimming, surfing, flying, skiing, gardening, exploring and other physical activities which their illnesses or disabilities prevent them from doing in real life. They may also be able to socialize, form friendships and relationships much more easily and avoid the stigma and other obstacles which would normally be attached to their disabilities. This can be much more constructive, emotionally satisfying and mentally fulfilling than passive pastimes such as television watching, playing computer games, reading or more conventional types of internet use.<ref>{{Cite web |last=Fine |first=Bob |date=2021-02-07 |title=OVR Technology β Your Guide to Virtual Reality Healthcare Applications, Products and Services |url=https://ivrha.org/ovr-technology-your-guide-to-virtual-reality-healthcare-applications-products-and-services/ |access-date=2022-04-12 |website=IVRHA |archive-date=2022-05-17 |archive-url=https://web.archive.org/web/20220517231542/https://ivrha.org/ovr-technology-your-guide-to-virtual-reality-healthcare-applications-products-and-services/ |url-status=live }}</ref> The [[Starlight Children's Foundation]] helps hospitalized children (suffering from painful diseases or [[autism]] for example) to create a comfortable and safe environment which can expand their situation, experience interactions (when the involvement of a multiple cultures and players from around the world is factored in) they may not have been able to experience without a virtual world, healthy or sick. Virtual worlds also enable them to experience and act beyond the restrictions of their illness and help to relieve stress.<ref>{{cite web | last=UT Dallas | date=November 18, 2007 | title=Avatars Help Asperger Syndrome Patients Learn to Play the Game of Life | url=http://www.utdallas.edu/news/2007/11/18-003.html | access-date=August 13, 2009 | archive-date=October 16, 2009 | archive-url=https://web.archive.org/web/20091016050010/http://www.utdallas.edu/news/2007/11/18-003.html | url-status=dead }}</ref> Virtual worlds can help players become more familiar and comfortable with actions they may in real-life feel reluctant or embarrassed. For example, in [[World of Warcraft]], /dance is the emote for a dance move which a player in the virtual world can "emote" quite simply. And a familiarization with said or similar "emotes" or social skills (such as, encouragement, gratitude, problem-solving, and even kissing) in the virtual world via avatar can make the assimilation to similar forms of expression, socialization, interaction in real life smooth. Interaction with humans through avatars in the virtual world has potential to seriously expand the mechanics of one's interaction with real-life interactions.{{original research inline|date=April 2012}}
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