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Next: Virtual reality therapies to help refine and spread mental health care

Vir­tu­al real­i­ty ther­a­py is com­ing (The Wash­ing­ton Post):

Tech­nol­o­gists have called 2016 the year of vir­tu­al real­i­ty…While the biggest chunk of the esti­mat­ed $80 bil­lion mar­ket for VR and so-called aug­ment­ed real­i­ty will be fed by the demand for video game tech, the sec­ond biggest share will go to health-care appli­ca­tions.

What clin­i­cal VR pro­vides is the oppor­tu­ni­ty to put a patient into a world that is dif­fer­ent from where they’re sit­ting — one that is designed to have some ther­a­peu­tic ingre­di­ent built into it,” said Albert “Skip” Riz­zo, direc­tor for med­ical vir­tu­al real­i­ty at the Uni­ver­si­ty of South­ern California’s Insti­tute for Cre­ative Technologies…Rizzo said per­haps the most impor­tant advan­tage of VR ther­a­py is that it low­ers the bar­ri­er of access to men­tal health care for patients. Patients who aren’t com­fort­able speak­ing direct­ly to a ther­a­pist because of stig­ma or fear of judg­ment, may be more will­ing to ask for help through a com­put­er.”

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Categories: Cognitive Neuroscience, Education & Lifelong Learning, Health & Wellness, Technology

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