Overview: |
Since the mid-1990s, a significant scientific literature has also evolved on the use of what we now refer to as Clinical Virtual Reality (VR). This use of VR game-based, simulation technology has produced encouraging results when applied to address cognitive, psychological, motor, and functional impairments across a wide range of clinical health conditions. This presentation will focus on seven ways that Clinical VR has already, and will continue to change the world of Mental Healthcare. After a brief orientation to the relevant elements that comprise Clinical VR, the talk will review the theory, research, and application of VR systems that help to overcome fear, recover from traumatic experiences, experience less pain, rehabilitate motor function, exercise and relax, test and train cognitive function, and provide benefit via virtual human interaction. The talk will also cite the importance of game development/logic expertise as essential for promoting user/patient engagement with these clinical applications.
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