Page 717 - Total War on PTSD Final
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This work was supported by solid scientific research informed by a detailed theoretical basis. The VR simulation content we have developed for the BRAVEMIND PTSD exposure therapy treatment application and in the initial pilot versions of the STRIVE system are highly engaging, arousing and “emotiogenic”. We hypothesize that these properties will bring the trainee into a highly “teachable” state of mind, in contrast to the neutral emotional background used in classroom or traditional web-based training that is commonly employed in existing programs. Our view is based on the well-known fact that emotional arousal facilitates learning and, via a state dependent learning perspective, it is more likely that content learned in one emotional state or context would be more readily retrieved under similar emotional states that may be experienced in the combat environment. The use of an experiential VR STRIVE approach is also believed to further support resilience by leveraging the learning theory process of latent inhibition. Latent inhibition refers to the delayed fear learning that occurs as a result of pre-exposure to a similar stimulus without a consequence. Thus, the pre-exposure to a simulated combat context via STRIVE is hypothesized to decrease the likelihood of fear conditioning during the real combat event and reduce the probability of developing PTSD. Research thus far with STRIVE indicates that the content is emotionally evocative and SMs have rated the system to relevant and engaging.
We are currently in the process of rebuilding the STRIVE episodes to take advantage of recent VR technology developments that will allow for all SMs to have access to this form of training. The recent advances in VR computing and display technologies, coupled with the reduced costs of these hardware systems, will allow for widespread SM access to this kind of realistic, yet safe and engaging immersive VR training content, and
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