Articles

Virtual reality is the latest trend in digital therapeutics

The FDA approved the first video game prescription in 2020. Since then, researchers are building more “prescription video games.” However, they aren’t sticking to 2D games; they are developing virtual reality experiences.
Written byNatalya Ortolano, PhD
| 14 min read
A person wears a green shirt, white lab coat, stethoscope, and black virtual reality goggles.

iStock/FatCamera

Jane walked into the waiting room and found a line of grim, metal chairs staring back at her. She could feel her heartbeat quickening, her stomach tying itself in knots. She expected her social anxiety to creep up on her during her job interview, but the waiting room felt premature. She sat next to another prospective employee who was nervously twiddling her thumbs and tapping her feet. “Maybe anxiety is contagious,” she thought to herself.

A tall, blonde woman in a sleek black dress emerged from a door across the room and called her name. Jane followed the woman down a never-ending hallway into a cold, crowded office where a woman sat, tapping her pen against her desk, a tint of frustration in her eyes. “You’re late,” the woman sneered. Jane couldn’t take it anymore, she tore the virtual reality (VR) headset off and took a seat across from her therapist, ready to run a play by play.

While Jane is a fictitious patient using a VR game in development to treat social anxiety, many real patients use VR experiences in psychiatrists’ offices and at home. Serious video games garnered attention and support following the FDA approval of the first prescription video game, EndeavorRx, for attention deficit disorder (ADHD) in 2020. VR is just the latest trend in digital therapeutics.

“The technology caught up with the vision. We're not hamstrung by super expensive, and overly complicated, unusable systems. We can start to develop these things and get it out the door to real people,” said Albert “Skip” Rizzo, a VR therapeutics researcher at the University of Southern California.

Researchers like Rizzo develop VR experiences to aid in treating post-traumatic stress disorder (PTSD), ADHD, and autism. Growing data from clinical trials show that VR, in combination with other therapies or medications, can effectively treat many psychological disorders.

“The VR that I imagine is the true simulated reality that we dream about or read about in science fiction books. It's not just what you see, but what you see, hear, smell, feel, how you move to give you truly a sense that you're in another environment that feels real,” said Adam Gazzaley, a clinical neuroscientist who directs the Neuroscape Center at the University of California, San Francisco and co-founder of Akili Interactive Labs. “The hypothesis is that if you present digital medicine in that environment, the outcomes will be enhanced.”

A new endeavor

By 2008, Gazzaley had spent nearly two decades studying aging. He used functional magnetic resonance imaging (fMRI) to understand the underlying changes in the aging brain that led to a decline in cognitive control. Cognitive control refers to the ability to process information and focus on the information most relevant to the current goal, a function that is critical when multitasking. Impaired cognitive control can lead to problems with memory, understanding language, and processing emotions.

“We didn’t really have any tools to help people, and that just started getting more and more frustrating as my career went on. I didn’t really want to spend the rest of my life just collecting publications and not really making any meaningful difference,” said Gazzaley.

He started looking for ways to combine his experience and expertise in aging and neurological attention systems to develop solutions. As a physician, he was trained to look for a pill, but he didn’t think drugs would alleviate attention deficits in aging people.

“I went back to my roots as a graduate student, thinking about neuroplasticity and how we might be able to harness the ability of the brain to learn to modify its responses and optimize its processing in response to experience,” said Gazzaley. “I thought of a video game.”

Gazzaley grew up playing a variety of video games such as Atari games and “anything Star Wars.” But as an adult, he is more drawn to cinematic style video games with a rich story.

His interest in the artistic aspects of video games, particularly Star Wars-inspired ones, led him to Matt Omernick, who was the executive art director at LucasArts, a video game company founded by George Lucas, co-writer, director, and producer of many of the Star Wars movies. Together, the two designed the predecessor of EndeavorRx: NeuroRacer (1).

A screenshot from the video game Neuroracer, developed to strengthen cognitive control in adults.
CREDIT: ADAM GAZZALEY
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About the Author

  • Natalya Ortolano, PhD Headshot

    Natalya received her PhD in from Vanderbilt University in 2021; she joined the DDN team the same week she defended her thesis. Her work has been featured at STAT News, Vanderbilt Magazine, and Scientific American. As an assistant editor, she writes and edits online and print stories on topics ranging from cows to psychedelics. Outside of work you can probably find her at a concert in her hometown Nashville, TN.

    View Full Profile

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DDN | March 2022 | Volume 18 | Issue 3
Volume 18 - Issue 3 | March 2022

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