The ‘Bleeding’ Edge In Healthcare And Well-Being, Part 2 ‘Gamer To Patient’

The ‘Bleeding’ Edge In Healthcare And Well-Being, Part 2 ‘Gamer To Patient’

Last month’s article highlighted the first day of The IVRHA (International Virtual Reality Healthcare Association) conference, and this month’s article highlights Day Two, with a spotlight on Meta, ImmersiveWorlds, and Penumbra (PEN).

Laura Kusumoto, XR Hub Leader at Meta, shared her mission to integrate extended reality technology into Meta’s work culture. Laura and her team are currently leading the way in incorporating virtual reality, augmented reality, and mixed reality experiences into the way they work to increase productivity and strengthen connections with each other. Employee productivity and well-being It became a priority in the Meta. It turns out that as the market for health-related apps in Oculus expands, they may have the opportunity to support employee productivity through its use. Several studies indicate that employee well-being is the most important indicator of productivity.

Life @ is part of the Meta HR organization that provides a wide range of benefits to employees. [email protected] develops programs to promote general well-being. Last year, [email protected] made a major policy change. Exercise equipment is now refundable, and Meta has offered the Quest headset to be reimbursed as part of the program. VR apps in Quest can support both mental and physical health. And Due to the COVID-19 pandemic, There was a need to address the stress of day-to-day work, and the question arose, could these VR apps help with this challenge? The team decided to develop an experimental program to test the suggestion that virtual reality could help.

The design of the program was to put together a suite of virtual reality applications that help with stress management (alertness and focus) and then asked testers to use them consistently. The pilot had 50 participating employees who were provided with headphones, instructions, and a technical support community. Participants used VR wellbeing apps for 10 minutes twice daily for 30 days. Results of self-report questionnaires indicated that engaging in a VR session for well-being was associated with an average reduction in participants’ perceived stress of 35%. Several participants who completed a post-experiment survey reported that, in general, the pilot program had a positive effect on their well-being. What’s exciting is that beta programs will be expanded to confirm the results as Meta will look at a range of applications that may help. They envision a day when most people will have access to VR headsets and start thinking about how VR can enable luxury to be a part of every working day.

“Player to patient” Not a new term for the team at ImmersiveWorld. Galen He and Henk Rogers co-founded the company in 2009 and Hynk became well known in the gaming world. He acquired the Tetris distribution rights on video game consoles where the game found popularity, and also founded the Tetris Company. ImmersiveWorlds provides an enterprise and e-commerce platform with a focus on retail/fashion, travel and luxury. The luxury sector is rapidly growing as a valuable solution to the current luxury crisis exacerbated by COVID-19.

ImmersiveWorlds presented “Where Virtual Wellbeing Becomes Reality” and shared some of the highlights from the past six months of collecting data from HR decision makers. The main theme that emerged was “Changes in the corporate welfare industry”.

  • more Focus on mental health and mental health solutions due to COVID-19.
  • A more comprehensive definition of luxury.
  • The need for new solutions that provide, create and enhance social communication for employees in the office, customized work arrangements, or work from home.

Employers have redoubled their efforts to tackle and reduce mental health stigma through various campaigns. Additionally, organizations work to expand the various approaches of mental health resources to address job loss, financial insecurity, social isolation, “burnout,” weight gain, and depression. Leaders are moving beyond just physical wellbeing and return on investment strategies, to a more holistic approach to wellbeing (mental, emotional, physical, financial, social, and societal). An interesting fact, the World Health Organization (WHO) defines health as a state of complete physical, mental and social well-being and not merely the absence of disease or infirmity (WHO, 1948). Yes, that was 74 years ago.

Now is the time, HR decision makers are interested, open and ready to learn about new innovative options to solve the welfare crisis. Virtual worlds fit their criteria. Virtual worlds have been around for years, and several published studies (2012-2016) have revealed the effectiveness of these approaches to weight management and mental health. However, the potential for observation is still low outside the gaming industry. The world of virtual luxury is considered a “positive technology” and has become very important in the human resource community. “While a single technology may not address the psychological stress of pandemic and social isolation, the potential of the virtual world as a conduit for clinical and social support systems cannot be overstated. Pimentel et al., 2021.

Like Penumbra (PEN) Adam El-Sisi, CEO of Global Healthcare. Share his vision for the development of virtual reality in healthcare. The first PEN product called VR REAL IMMERSIVE SYSTEM conventional rehabilitation. Then REAL Series i . immersive system It provided a mature solution to a wide range of caregivers and mental health professionals who were looking for tools to aid in cognition and mental well-being. Recently, PEN . introduced REAL® Immersive System y-Series™ With potential beyond current platforms with more activities/experiences to help improve patient care and clinical rehabilitation treatment. This technology also provides an expanded content library that includes activities that address motor skills, cognition, substance and balance, functional tasks, activities of daily living (ADLs), vision and well-being. PEN is leading the way, transforming the healthcare paradigm and moving “player to patient.” They recently hired Riley Russell, an expert with thirty years at Sony Interactive Entertainment (a multinational video game and digital entertainment company).

This conference provided unique content and perspectives from various fields of health care and well-being. In addition, there were new emerging voices from across the ecosystem: sponsorship, technology research and policy. According to Fran Ayalasumayajula, Digital Health Technologist and Executive Strategist, the immersive world is rapidly changing and transforming, and this multidisciplinary community creates innovative experiences that have the potential to improve human health and prosperity.

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