Page 704 - Total War on PTSD
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Moreover, in contrast to the approximate $6,000 cost for the computing and VR HMD equipment needed to run the original BRAVEMIND/STRIVE location-based software, this effort will produce usable and engaging versions of the updated STRIVE episodes that can be delivered at a cost point that will allow every SM to possess their own personal display for experiencing the training content anytime/anyplace. Thus, by using this type of standalone VR HMD, we will eliminate the need for a computing workstation and generate the capability to deliver such training at a fraction of the previous cost. This would support wide scale dissemination and independent SM use and practice with any VR training content that does not require costly location-based training facilities and the additional costs for personnel to run and maintain such location-based systems. This is the future of Clinical Virtual Reality—Theory Informed, Research Supported, Readily Available, and Economically Feasible.
Conclusion
While VR may offer some “magic” in delivering this type of content, in the end the technology doesn’t fix anyone—rather, VR should be viewed as a tool that extends the skills of a well-trained clinician. To design good clinical VR applications, one must always operate from a theoretical base of knowledge as to what we know works in the real world. How can we do it better, more effectively, more consistently, and in a more engaging wayiswheretheVR“magic”occurs. With PTSD, the first thing to keep in mind is that we are never going to replicate an exact simulation of what the patient went through. However, we really don't need to as long as the virtual content has key similarities to the trauma context that is relevant to the patient and can serve as an emotionally evocative setting for activating their trauma memories. Although it might seem counter-intuitive to make someone go back and relive a traumatic experience, if
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