Virtual world teaches real-world skills
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Back to 'Brigadoon'
But in the small world of video games with real-life applications for people with autistic disorders, "Brigadoon" stands out.
When "Brigadoon" founder John Lester, an information systems director at Massachusetts General Hospital and research associate at Harvard Medical School, discovered the virtual world "Second Life," one of the first things that came to mind was how he could share the experience.
A decade earlier, Lester had founded Braintalk Communities, a self-help support site dedicated to neurological conditions. "I'm big on creating spaces where patients and caregivers can share experiences and emotional support and essentially help themselves," he says.
"Second Life" was different. Although not exactly a game, it was rooted in 21st century game technology. In gaming parlance, "Second Life" was "immersive," a world that's both three-dimensional (think "Halo 2") and "persistent," meaning the world is always up and running.
"A lot of what's happening in 'Second Life' is social," says Lester. "And I thought that this could be a fantastic place for people dealing with Asperger Syndrome. Give them a simulated environment and let them practice social skills in a three-dimensional space."
Individuals with Asperger's usually aren't comfortable in social situations, but many display an innate understanding of computer technology. These two factors — social deficiencies and computer knowledge — made them perfect candidates to test "Brigadoon."
Last year Lester purchased a virtual island in "Second Life," invited participants from Braintalk Communities to establish a claim, and in July 2004, "Brigadoon" was launched.
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