VR IS GOOD FOR YOUR
HEALTH
The Health Promotion, Prevention, and
Treatment Potential of VR Games
Brad Tanner, MD
HealthImpact.Studio
Chapel Hill, NC
Take Home Message
Headset based immersive virtual reality
technology offers a compelling opportunity to
engage and motivate in game experiences that
impact health-related understanding, decision-
making, skills and behaviors.
Potential Audience includes:
Youth, Adolescents, Emerging Adults, Adults
Health care trainees and providers
Where We are Going
1) Health and Games are Unique
Opportunity
2) Games Build Healthy Behaviors Already
3) Existing applications of virtual reality
Bradley Tanner, MD, ME
Physician by Training – Psychiatry and
Obesity Medicine
Studio Head, HealthImpact.studio
20 years experience in NIH funding and
running a small business specializing on
online training, simulations and games for
skills development and behavior change
HealthImpact.Studio
Goal: Create games that can impact
health.
Strategy: Start from an interesting game
concept and add health impact on top.
Where is the Money - Globally?
Where is the Money in the US?
Gaming
US
Revenue
2017
$36 Billion
2017 $36 Billion2016 $30 Billion
Perspective
Gaming
US
Revenue
2017
$36 Billion
Gaming vs. Expenditure on
Healthcare
Health
Care
US
Revenue
2015
$3205
Billion
Games Build Healthy Behaviors Already
 Novel Experience/Narratives
 Quick Decision Making
 Collaboration
 Focus on improvement and challenge and growth
 Team Building
 Eye-Hand Coordination
 3D visualization and modeling
 Understanding Cause and Effect
Games to Address Obesity
1) Kids practice the process of rejecting
(throwing) unhealthy food
2) Kids practice catching and saving
unhealthy food
3) Bodily activity translates to cognitive
change. Action is more powerful than
knowledge
Food Acceptance & Rejection
Gaming Adds Value
Short Video
1) Control and self-determination
2) Engaging - Role-playing in VR engages the
participant in a cycle of practicing change
3) Immersion instills flow or a sense of
timelessness and focuses on the game at hand
4) Human Interactions
Practice in Different Environments
Gaming Adds Value - Control
Control and self-determination
Choices, decision-making opportunities (e.g.,
quick, medium, slow), feedback, levels of
improvement, and the potential for
success/mastery demonstration enable health-
related impact.
Developing Food Fight
Lessons from Developing A VR
Game
Presented Tomorrow
@ 2:30
Food Assessment/Selection/Avoidance
Teaching
Grocery
Shopping
Skills to
Young
Adults
Gaming Adds Value – Engaging
Short Video
Role-playing in VR engages the participant in a
cycle of practicing change by

initial self-reflection,

taking action,

post-action reflection,

concluding,

planning that promotes longer-term real-world
behavioral change.
Nutrition Info – Key to Winning
VR and Disease Understanding
●
Use game to teach
cause and effect.
Make choices
(e.g., diet) and see
the changes
●
“Virtually” change
and alter it
Gaming Adds Value – Immersion
Short Video
Immersion instills flow or a sense of
timelessness and focuses on the game at hand
that

optimizes cognitive load,

matching skills to challenge

complements behavior change theories.
Intentional small breaks in flow will allow an
opportunity for reflection.
Medical Assessment and Treatment
VR Human Interactions
1) Teach cause and effect.
2) Use flexible time by going backward to
reversing choices.
3) Make recommendations to others and get
feedback about the success/failure.
4) A simple way to practice making a decision
without committing in even the virtual world
5) Build empathy.
VR and Surgical Training
VR and Medicine/Health
1) Controlling acute and chronic pain including
cancer, burn, and phantom limb pain,
2) Countering anxiety including phobias and
PTSD with exposure, relaxation, and
mindfulness
3) Rejecting cues in a virtual environment and
impacting addiction
4) Enhancing amputee rehabilitation and
correcting misperceptions of body image
countered by virtual self-imaging.
VR – Pain
1)Li Lan, Yu Fei, Shi Dongquan, et al.
Application of virtual reality technology in clinical medicine. Am J Transl
Res. September 15, 2017;9(9):3867-3880.
2)Koo Kyo-in, Park Dae Kwon, Youm Yoon Seok, Cho Sung Do, Hwang
Chang Ho.
Enhanced Reality Showing Long-Lasting Analgesia after Total Knee Arth
roplasty: Prospective, Randomized Clinical Trial
. Sci Rep. February 5, 2018;8. doi:10.1038/s41598-018-20260-0.
●
Actively control the Jelly Fish
●
Tie the immersion to biomarker (e.g. pulse or
other measure)
●
For burn patient use a motif of putting out
fire
●
Support minimal activity since movement
might hurt – control with head movement
VR Pain Treatment Game
●
What if VR is actually programming pain
receptors in the brain and altering the
perception of pain and the ability to
tolerate pain?
VR Pain - Is It Just Distraction?
VR - Cancer Treatment
Chirico A et al.
Virtual Reality in Health System: Beyond Entertainment. A
Mini-Review on the Efficacy of VR During Cancer Treatment
. - PubMed - NCBI
●
Tie to recent blood-work – e.g., corisol level
●
Use to counter noisy environment
●
Introduce predictability by mirroring the
steps of treatment in the game
VR Cancer/Inpatient Treatment Game
VR - Anxiety
Riva Giuseppe, Baños Rosa
M, Botella Cristina,
Mantovani Fabrizia, Gaggioli
Andrea.
Transforming Experience: T
he Potential of Augmented
Reality and Virtual Reality f
or Enhancing Personal and
Clinical Change
. Front Psychiatry. September
30, 2016;7.
doi:10.3389/fpsyt.2016.0016
4
.
Maples-Keller Jessica L,
Bunnell Brian E, Kim Sae-
Jin, Rothbaum Barbara O.
The Use of Virtual Reality T
echnology in the Treatment
of Anxiety and Other Psychi
atric Disorders
. Harv Rev Psychiatry. June
2017;25(3):103-113.
doi:10.1097/HRP.000000000
0000138
.
Malbos E. , et al.
Virtual reality in the treatm
ent of mental disorders
.
●
Practice situations in virtual environment
●
Tie to pulse to provide immersion and flow
linked to biofeedback
●
Introduce sensory object in VR (soft fur)
VR Social Anxiety Treatment Game
●
Build the environment
you are afraid of
(minecraft)
●
Build the challenge
that you have. For
example build the
bridge across the
buildings to make it
wide enough to
challenge but not so
wide it is too scary.
VR Height Fear Treatment Game
HealthImpact.Studio
The Technology is Ready
It’s time to convince the
leaders of medicine to take
advantage of a new tool.

VR is Good for Your Health: The Health Promotion, Prevention, and Treatment Potential of VR

  • 1.
    VR IS GOODFOR YOUR HEALTH The Health Promotion, Prevention, and Treatment Potential of VR Games Brad Tanner, MD HealthImpact.Studio Chapel Hill, NC
  • 2.
    Take Home Message Headsetbased immersive virtual reality technology offers a compelling opportunity to engage and motivate in game experiences that impact health-related understanding, decision- making, skills and behaviors. Potential Audience includes: Youth, Adolescents, Emerging Adults, Adults Health care trainees and providers
  • 3.
    Where We areGoing 1) Health and Games are Unique Opportunity 2) Games Build Healthy Behaviors Already 3) Existing applications of virtual reality
  • 4.
    Bradley Tanner, MD,ME Physician by Training – Psychiatry and Obesity Medicine Studio Head, HealthImpact.studio 20 years experience in NIH funding and running a small business specializing on online training, simulations and games for skills development and behavior change
  • 5.
    HealthImpact.Studio Goal: Create gamesthat can impact health. Strategy: Start from an interesting game concept and add health impact on top.
  • 6.
    Where is theMoney - Globally?
  • 7.
    Where is theMoney in the US? Gaming US Revenue 2017 $36 Billion 2017 $36 Billion2016 $30 Billion
  • 8.
  • 9.
    Gaming vs. Expenditureon Healthcare Health Care US Revenue 2015 $3205 Billion
  • 10.
    Games Build HealthyBehaviors Already  Novel Experience/Narratives  Quick Decision Making  Collaboration  Focus on improvement and challenge and growth  Team Building  Eye-Hand Coordination  3D visualization and modeling  Understanding Cause and Effect
  • 11.
    Games to AddressObesity 1) Kids practice the process of rejecting (throwing) unhealthy food 2) Kids practice catching and saving unhealthy food 3) Bodily activity translates to cognitive change. Action is more powerful than knowledge
  • 12.
  • 13.
    Gaming Adds Value ShortVideo 1) Control and self-determination 2) Engaging - Role-playing in VR engages the participant in a cycle of practicing change 3) Immersion instills flow or a sense of timelessness and focuses on the game at hand 4) Human Interactions
  • 14.
  • 15.
    Gaming Adds Value- Control Control and self-determination Choices, decision-making opportunities (e.g., quick, medium, slow), feedback, levels of improvement, and the potential for success/mastery demonstration enable health- related impact.
  • 16.
    Developing Food Fight Lessonsfrom Developing A VR Game Presented Tomorrow @ 2:30
  • 17.
  • 18.
    Gaming Adds Value– Engaging Short Video Role-playing in VR engages the participant in a cycle of practicing change by  initial self-reflection,  taking action,  post-action reflection,  concluding,  planning that promotes longer-term real-world behavioral change.
  • 19.
    Nutrition Info –Key to Winning
  • 20.
    VR and DiseaseUnderstanding ● Use game to teach cause and effect. Make choices (e.g., diet) and see the changes ● “Virtually” change and alter it
  • 21.
    Gaming Adds Value– Immersion Short Video Immersion instills flow or a sense of timelessness and focuses on the game at hand that  optimizes cognitive load,  matching skills to challenge  complements behavior change theories. Intentional small breaks in flow will allow an opportunity for reflection.
  • 22.
  • 23.
    VR Human Interactions 1)Teach cause and effect. 2) Use flexible time by going backward to reversing choices. 3) Make recommendations to others and get feedback about the success/failure. 4) A simple way to practice making a decision without committing in even the virtual world 5) Build empathy.
  • 24.
  • 25.
    VR and Medicine/Health 1)Controlling acute and chronic pain including cancer, burn, and phantom limb pain, 2) Countering anxiety including phobias and PTSD with exposure, relaxation, and mindfulness 3) Rejecting cues in a virtual environment and impacting addiction 4) Enhancing amputee rehabilitation and correcting misperceptions of body image countered by virtual self-imaging.
  • 26.
    VR – Pain 1)LiLan, Yu Fei, Shi Dongquan, et al. Application of virtual reality technology in clinical medicine. Am J Transl Res. September 15, 2017;9(9):3867-3880. 2)Koo Kyo-in, Park Dae Kwon, Youm Yoon Seok, Cho Sung Do, Hwang Chang Ho. Enhanced Reality Showing Long-Lasting Analgesia after Total Knee Arth roplasty: Prospective, Randomized Clinical Trial . Sci Rep. February 5, 2018;8. doi:10.1038/s41598-018-20260-0.
  • 27.
    ● Actively control theJelly Fish ● Tie the immersion to biomarker (e.g. pulse or other measure) ● For burn patient use a motif of putting out fire ● Support minimal activity since movement might hurt – control with head movement VR Pain Treatment Game
  • 28.
    ● What if VRis actually programming pain receptors in the brain and altering the perception of pain and the ability to tolerate pain? VR Pain - Is It Just Distraction?
  • 29.
    VR - CancerTreatment Chirico A et al. Virtual Reality in Health System: Beyond Entertainment. A Mini-Review on the Efficacy of VR During Cancer Treatment . - PubMed - NCBI
  • 30.
    ● Tie to recentblood-work – e.g., corisol level ● Use to counter noisy environment ● Introduce predictability by mirroring the steps of treatment in the game VR Cancer/Inpatient Treatment Game
  • 31.
    VR - Anxiety RivaGiuseppe, Baños Rosa M, Botella Cristina, Mantovani Fabrizia, Gaggioli Andrea. Transforming Experience: T he Potential of Augmented Reality and Virtual Reality f or Enhancing Personal and Clinical Change . Front Psychiatry. September 30, 2016;7. doi:10.3389/fpsyt.2016.0016 4 . Maples-Keller Jessica L, Bunnell Brian E, Kim Sae- Jin, Rothbaum Barbara O. The Use of Virtual Reality T echnology in the Treatment of Anxiety and Other Psychi atric Disorders . Harv Rev Psychiatry. June 2017;25(3):103-113. doi:10.1097/HRP.000000000 0000138 . Malbos E. , et al. Virtual reality in the treatm ent of mental disorders .
  • 32.
    ● Practice situations invirtual environment ● Tie to pulse to provide immersion and flow linked to biofeedback ● Introduce sensory object in VR (soft fur) VR Social Anxiety Treatment Game
  • 33.
    ● Build the environment youare afraid of (minecraft) ● Build the challenge that you have. For example build the bridge across the buildings to make it wide enough to challenge but not so wide it is too scary. VR Height Fear Treatment Game
  • 34.
    HealthImpact.Studio The Technology isReady It’s time to convince the leaders of medicine to take advantage of a new tool.