1. Introduction
Clinical Art Therapy (ATx) is defined by the British Association of Art Therapists as a “form of psychotherapy that uses visual and tactile media as a means of expression and communication” [
1]. During therapy, many different art materials can be used as media, such as drawings, paintings, writings, and visual art, amongst others. ATx serves to foster self-esteem and self-awareness, cultivate emotional resilience, enhance social skills, reduce conflicts and distress, and even improve cognitive and sensorimotor functions [
2]. As such, ATx can be used for patients with medical conditions, such as depression and anxiety, dementia and cognitive impairment, as well as cancer and other chronic diseases, whereby patients have difficulty expressing themselves in words [
3].
ATx provides an indirect and safe way to connect patients with others, thus it is a useful therapeutic method to help them open up and share their opinions, feelings and experiences to complement the information obtained through conventional diagnostic tests [
3]. Generally, in healthcare institutions, the customary process of documenting artworks produced during ATx sessions entails capturing photographs of the creations and transferring the visuals onto a secure encrypted hard drive. These recorded images are subsequently examined as singular and distinct works during case evaluations, either by the art therapist alone or in collaboration with other healthcare professionals (HCPs) involved in managing the patient [
4]. Usually, the process of sieving through these records is cumbersome and it is difficult to recall individual images when viewed in isolation rather than as part of a larger, cohesive collection. Furthermore, the inability of the art therapist and/or the HCP to quickly sieve through these ATx records and view them holistically makes it difficult for the healthcare team to make holistic, well-informed decisions, which may lead to negative impacts on patient outcomes and satisfaction [
5].
Much of the existing literature on ATx is rooted in traditional art media. Examples include blind and spiral drawings, drawing moods and self-portraits [
3]. Interestingly, the COVID-19 pandemic accelerated the adoption of digital forms of art therapy worldwide [
6]. Although technological media, such as online platforms, telehealth, digital photography, animation and art-making apps were not uncommon pre-COVID-19, there was a rapid adoption of applications like Zoom, Microsoft Teams, WhatsApp and Skype during the pandemic [
6]. Another medium that attracted the ATx world was Virtual Reality (VR). Commercially available VR hardware (e.g. Oculus Rift/Quest, HTC Vive) and software (e.g. Google Tilt Brush) enabled an additional level of creative expression by users with physical limitations [
7]. VR technology enabled users to have a sense of immersivity and presence – the illusion of “being there” in the virtual environment – which had advantages of fostering collaborative creativity and reducing short-term stress [
8]. Neuroscientific studies reported that applications such as the Google Tilt Brush, calmed patients by lowering their prefrontal cortex activity [
8,
9]. In fact, adolescents were more expressive using the Tilt Brush than with traditional ATx methods, suggesting that the younger generations who are digital natives might feel more comfortable and confident using technology to express their creative sides [
9]. With the advent of generative artificial intelligence (Gen AI) applications, such as ChatGPT (text-based AI chatbot based on large language models) and DALL-E (image-based application for AI-generated art) [
10], digital art therapy could potentially be revolutionized as an innovative and supportive approach for a wider group of patients in the near future.
Traditionally, the fields of medicine and pharmacy have very much focused on the “hard” sciences. Even though the literature has described pharmacy as both an integration of art and science, with some authors describing this domain as the “art and science” of counselling patients [
11], there hasn’t been much footway in terms of integrating the specialized fields of the arts and humanities inside pharmacy education curricula. It is becoming evident that in healthcare practice and education, there is a need for entwining both the “hard” sciences (which provides the scientific knowledge in medicine) and “soft” art (which provides the co-creative and relationship-building aspects of the patient-practitioner relationship) [
11]. In a UK study that analyzed pharmacy undergraduates’ learning and assessment practices, thematic analysis of student interviews revealed an affective dimension of students’ perceptions of assessments based on Pierre Bonnard’s art [
11]. Using Bonnard’s Coffee painting (
https://www.tate.org.uk/art/artworks/bonnard-coffee-n05414) as an example, which showed an aerial view of his wife sitting at the end of a table with a dog and drinking coffee; the painting symbolized the artist’s feeling of isolation, even though when seen from the point-of-view in the painting, it was almost as if the viewer was actually at the table with her [
12]. Similarly, in the study, the students echoed the same sentiment of ‘isolation’ with their assessments because they perceived their end-of-semester examinations as a routine event that had to be completed as part of their coursework, but was separate to their learning [
11]. This same analogy can be said with the lived experiences of patients’ medical conditions and medication journeys. Besides therapists, the curricula of many healthcare professions, including that of pharmacy schools, lack the training for their learners to facilitate patient narrative sharing. This lack of training leads to an isolation of the head knowledge (i.e. medical content) of the learner and their understanding of the patients’ experiences surrounding their illness and medications. As such, many universities have begun to incorporate the training of empathetic responding into their curriculum. However, there are limitations of empathetic responding, especially when addressing the intricate narratives surrounding patients’ illnesses and medications. The HCP’s understanding of health conditions and prescribed treatments is influenced by their life experiences, which in turn, is affected by their interactions with the environmental systems – the microsystem, mesosystem, exosystem, macrosystem, and chronosystem [
13]. These interactions can be substantially different from the patient’s lived experience; thus, it becomes a struggle for the younger HCP generations to truly put themselves in the patient’s shoes and understand the challenges faced by patients. To encourage the practice of shared decision making by healthcare learners, healthcare curricula must go beyond empathic responding – into the training of narrative competence, which is the competence to absorb, interpret and respond to patients’ stories [
14]. This competence extends beyond just understanding the patient’s feelings about their medical conditions and medication therapies. Through narrative competence, the HCP learner is not only able to acknowledge the need for patients to be involved in the clinical decision-making process, but it also enhances their ability to foster a deeper connection through communication with the patient. While the ultimate goal for training narrative competence for HCP learners to be able to guide patients in expressing their medical narratives, and more importantly, be able to employ narrativity themselves; the first step is to enhance their understanding of the illnesses and medications from the lived experiences of patients.
ATx can provide a unique avenue to train these narrative skills. For patients, their thoughts and feelings about their medication therapies can be expressed through art, which can provide further insights into their attitudes and behavior towards their medications. Through patient-created art, HCPs may be able to gain insights to the personal and emotional aspects of their medical/medication journeys that are not usually revealed during the limited time in clinical consultations. By understanding the affective dimension of patients’ medication therapies, HCPs can potentially aid in dispelling the myths, clarifying the doubts, and allaying the fears of patients regarding their therapies, so as to improve their perceptions, comfort and adherence to their medication regimes. To this end, the use of Gen AI and the metaverse can offer promising solutions.
The “metaverse” has become a new buzzword after Mark Zuckerberg (CEO of Meta) presented his vision at the end of 2021 [
15]. Since then, many tech companies and large organizations have jumped on the metaverse bandwagon, viewing it as a platform to bridge the physical and digital worlds by enhancing the immersive experiences of users. Unlike traditional video games and serious games for education which are primarily designed for entertainment and targeted at educational outcomes, the metaverse integrates these elements within an interconnected and scalable environment, such that users can seamlessly transition between various activities, such as work, education and entertainment, thus providing real-world interactions in a digital/virtual context. In fact, Gartner predicts that in less than five years, 25% of people will spend at least one hour per day carrying out their daily activities in the metaverse [
16]. Among its potential applications, the metaverse was also envisioned to be applied to health prevention and treatment, education and training, and in healthcare research. For example, a virtual mode of care delivery was envisioned involving healthcare professional avatars providing consultations and personalized care to patients in a virtual clinic through telehealth services and tele-monitoring using wearable sensors and mobile apps [
17]. Furthermore, the metaverse is envisioned to enhance immersive experiences through device-independent platforms [
18], and enable remote communications and interactions in a more social and engaging manner through virtual chats/discussions and real-time collaborations [
19,
20], thus serving as a new social communication channel that provides more freedom for creation and sharing among users. For example, the Seoul National University Bundang Hospital introduced a training course on lung cancer surgery in a metaverse platform in 2021 [
21]. In Singapore, we have also explored the metaverse for public health education [
22]and for continuing education of pharmacy staff [
23].
In order for the metaverse to fulfil its potential benefits, there is a need to integrate it with other technologies. With advancements in AI, it is anticipated that AI will play a vital role in enhancing the metaverse experience and user engagement [
24]. The advantage of Gen AI is their ability to create new and potentially innovative content based on what they have learnt previously from existing content, which spans text, images, and audio [
25,
26]. The potential for Gen AI to produce dynamic content with various user-defined styles, virtual actor creation, video synthesis and avatar animations, empathy-driven large language models and multi-sensory interactions also imply that user avatars that are more interactive and realistic can be created, and users can also engage in more immersive and lifelike conversations with the AI-driven non-player characters [
24,
27].
In this study, we wanted to explore the potential of combining ATx, Gen AI and the metaverse, in healthcare education through the creation of an educational metaverse (i.e. “eduverse”) called the Metaverse Art Gallery of Image Chronicles (MAGIC) – to identify whether MAGIC could to help facilitate a deeper understanding among pharmacy/pharmaceutical science students on patients’ lived experiences of their medication therapies, through humanized personifications of their medications. Additionally, this study aimed to evaluate the receptiveness/acceptance of MAGIC by healthcare students, as well as to identify the main factors that could affect their intention to use MAGIC for education, based on the Technology Acceptance Model (TAM).
4. Discussion
The absence of narrative competence in most healthcare curricula signifies an educational gap that requires attention. Central to narrative competence are the patient’s narratives and stories of their lived experiences. Given the difference in narratives between HCPs and patients, there is a need for HCPs to go beyond empathetic responding and attempt to step outside their own narratives surrounding their knowledge of diseases and drugs to understand the lived experiences of illnesses and medications from the patients’ lens. In order to avoid the pitfall of HCPs adopting an advising or patronizing stance in the patient-practitioner relationship, their empathetic responses should be complemented with a broader understanding and a more holistic grasp of the patient’s perspective. While this does not mean that the HCP must be capable of completely understanding the patient’s narratives surrounding their illnesses and medications, having a sense of narrative competence is the first step to acknowledging the need for patients to be involved in the clinical decision-making process of their own care.
An ideal scenario of training narrative competence would involve healthcare students engaging in real-life therapy sessions guided by therapists, encountering patients’ narratives, and subsequently reflecting on these experiences. However, this approach can only be done as part of experiential learning, which is limited by time, manpower and patient load in the practice setting. Furthermore, variations in patient encounters imply that the learning experiences of healthcare students are not standardized, and it is not feasible to adopt this approach on a wider scale. Hence, the conception of MAGIC as an immersive metaverse art gallery comprising a collection of multiple medication character portrait artworks developed by Gen AI, yet based on patients’ lived experiences, was formed from an interdisciplinary collaboration trying to leverage on digital health technologies to address the “Three-Body Problem” in healthcare education.
Similar to the physics problem of the same name, where the prediction of the movements of three celestial bodies requires an intricate understanding of how each body influences the others in a complex, dynamic system [
39]; in a healthcare education system aimed at providing holistic patient-centered care, HCPs also encounter a complex interplay of three primary “forces” in educational practice (
Figure 6). The first “body” (medical knowledge – the “science”) shapes the core foundation of the learner’s understanding of health, diseases, and medication management. The second “body” (narrative competence – the “art” representing the arts and humanities) requires the learner to not just understand the science, but also absorb, interpret and relate to patients’ lived experiences and stories to connect with them on a humanistic level [
14]. The third “body” (digital technologies – the “tech”) exerts its own unique pull and influences the HCP’s learning experience as healthcare education and delivery evolves. Each “body” influences the others, and finding a harmonious approach that incorporates medical knowledge, empathic and narrative skills, and the use of advanced technologies requires an intricate approach of balancing the science, art and tech components in healthcare education.
In our study, the student participants were from a pharmacy/pharmaceutical science specialization at a polytechnic educational institute in Singapore. During this period, their curriculum is mainly focused on first “body”, such as pharmacology, pharmacotherapy and pharmacy practice skills. There is little emphasis on the second and third “bodies”. By combining the “tech” with “art” components, our Metaverse Art Gallery of Image Chronicles (MAGIC) not only reinforced the students’ learning on medication adherence and the drug’s mechanism of action, but they were also able to interpret, understand and relate to the patients’ medication experiences through the hero-villain portraits. These results were encouraging to our team, as it provided an insight into how narrative competence could be imparted in the younger generations of healthcare students. However, our study requires further exploration with a larger sample size, and perhaps including learners at a higher educational level (i.e. university) and different healthcare specializations (e.g. medicine, nursing, allied health) could further elucidate whether this approach could be applicable to a wider cohort of healthcare students.
During COVID-19, it was reported that public exhibitions of art therapy expressions were able to promote a sense of connection and understanding amongst patients and HCPs, as well as foster a sense of community catharsis in support of the patient’s feelings of isolation and depression during the pandemic [
40]. Although a balance was needed between protecting the privacy of the patients and the portrayal of their art in a public gallery, these exhibitions were able to provide therapeutic value by enabling patients to experience a soothing, central and organized focus for their lives [
41]. In addition, the exhibited displays could also provide an effective way for HCPs to understand the patient’s lived experience from their art narratives. Hence, by leveraging the advancements of Gen AI and the metaverse to combine the fields of pharmacy practice and art therapy in MAGIC to display patients’ medication lived experiences in the form of hero-villain portraits, we hoped that these character portraits could offer an alternative learning approach to therapy sessions, which would not only be interactive and engaging, but also allowed healthcare students to be exposed to patients’ narratives of their lived experiences through a more advanced, yet personalized form of digital storytelling. To this end, the TAM results of our study supported our idea of this alternative learning approach.
Our findings were aligned with other recent studies using the metaverse for education [
23,
42,
43,
44], in terms of identifying perceived usefulness (PU), social norms/influence (SN) and perceived enjoyment (PE) as enablers of behavioral intention to use the eduverse. These factors were consistently highlighted as predictors of technology acceptance across different settings. Perceived compatibility (PC) was also significantly correlated to the intent to use MAGIC, which was also highlighted in the metaverse literature [
34]. It has been suggested that PC affects the individual’s PU regarding the new technology [
34]. As majority of our participants had prior experiences with applications containing some form of metaverse characteristic (e.g. augmented reality, lifelogging, mirror worlds and/or virtual worlds), it was expected that there would be a high correlation between their PC and intention to adopt MAGIC for education. The advent of metaverse technologies has also led to some studies identifying perceived trust (PT) to have a positive significant effect on behavioral intention [
35,
37]. Our findings corroborated with these studies, showing a moderately significant correlation to the intention to use MAGIC.
In contrast, our study presented a unique perspective on the role of perceived playfulness (PP) as a top predictor with the highest correlation to behavioral intention. Furthermore, perceived ease of use (PEU) had a lesser, non-significant correlation with behavioral intention. These findings contrasted with other TAM studies where functional features like PEU was a strong adoption factor [
35,
44]. We postulate that this factor was largely affected by our participants indicating that the MAGIC eduverse required a lot of mental effort to play. Considering that this was the first time that the participants were being trained on narrative competence, a soft skill that is substantially different from the traditional content knowledge that they are used to in their curriculum, it was expected that the low score obtained for this statement would negatively impact the PEU construct. Interestingly, it has been suggested that gender is a moderator of PEU – males tend to be more interested in exploring new things, while females have a tendency to prefer existing technological experiences [
44]. The higher proportion of female students in this study could have biased our results since the metaverse platform and the novel learning approach through hero-villain portrayals of medications were both new to the participants. Nonetheless, our findings did show similarity with another study in Egypt, which identified that PEU also had a minor impact on their user intention to use their metaverse [
37].
We envisioned that this digital health humanities approach of using digital/technological methods as objects of inquiry to pursue humanistic research [
45], could enhance healthcare students’ narrative competence by providing a deeper context and facilitating a greater understanding of the patients’ lived experience of their medication therapies. From the results of our alpha-test, we could see that the combination of Gen AI and the metaverse to create a purposeful artwork visualization of the patients’ lived experience of their medications not only enhanced the learning experiences of the younger generations of healthcare students, but also enabled them to relate to patients’ medication therapies at a deeper level beyond their content knowledge.
5. Limitations and Future Work
The main limitation of this study is its small sample size, thus limiting the generalizability of our findings to a larger population. In addition, as the participants were students and graduates from pharmacy and the pharmaceutical sciences, our results may not represent the perceptions of other healthcare student populations (e.g. medical, nursing and allied health). Due to convenience sampling of the participants, of which there were more females than males, there is also a possibility of response bias towards participants of a certain gender, or who already had immersive experiences with some form of extended reality applications or had an inherent interest in trying out the metaverse. Hence, we propose that future work could include a larger and more diverse healthcare student population with similar proportions of males and females, as well as including participants who do not have prior experiences with immersive technologies, such as augmented reality and virtual worlds. Due to the time limitations of the project, we were not able to design an assessment to measure the learning that took place in our study. Furthermore, as perceptions and usage intentions of new technologies may evolve with time as participants become more familiar with the MAGIC platform, a longitudinal study involving the perceptions and experiences of participants who have previously used MAGIC for learning might elucidate some other interesting findings. Lastly, with the subjective responses of participants regarding the TAM self-reported data, there is a possibility that the predictors of behavioral intention to use MAGIC may change with a larger sample size and wider variety of healthcare students. As such, conducting an assessment to identify the narrative competence of participants pre- and post-MAGIC, and a user experience study over a longer period of time in a larger student population would be better able to identify their learning and the predictors of intention to use. Nevertheless, our study still contributes to the sparse literature on metaverse education/learning and digital health humanities. From our knowledge, this is the first study that has combined the use of the metaverse and Gen AI technologies to train narrative competence in healthcare students.
Qualitative feedback from the participants indicated that there were several areas that could be improved for MAGIC to enhance user experience. Even though participants indicated that navigating the maze in Realm 3 was fun, there were suggestions to improve its spatial design so that users would not feel so cramped while navigating. Providing wider corridors could also prevent abrupt camera movements, which might disorient users. In addition, there were suggestions to adjust the spawn points of the user’s avatars in the maze to prevent confusion, as well as enlarge the text sizes of the comics that depicted the heroes and villains to improve readability and engagement. Implementing these changes in future iterations of the MAGIC eduverse would make it more user-friendly, as well as potentially improving user acceptance to adopt it as an educational tool.
Despite the need to enhance certain aspects of the MAGIC eduverse, our team believes that the character artwork portrayed in MAGIC is a stepping stone for healthcare learners to gain narrative competence through integrated and holistic stories of patients’ medication journeys. These portraits can provide an insight into how patients view, think, and feel about their therapies, which can ultimately help in improving medication adherence by addressing the affective needs of the patient regarding their medications, thus leading to better clinical outcomes. In a post-pandemic world where it is becoming clear that hybrid and digital learning is the way to go for educating the younger generations of healthcare learners, the potential of harmonizing the “tech” like Gen AI and the metaverse to enhance the “science” of medical knowledge yet bring back the “humanity” of healthcare practices through “art”, is definitely attractive.