Day 3

High quality Virtual Reality (VR) gaming is not a thing of the (dystopian) future; the technology is here and showing promising therapeutic benefits for patients. Consumer VR is projected to be a $21Billion global industry by 2020. Home grade systems are available providing deep sensory immersion including touch sensors (haptics). Healthcare has a poor track record of adopting new technologies. We need to understand our work better to forecast where emerging technologies may do a better job for patients and systems. This presentation steps away from VR as an increasingly explored and popular training tool for healthcare workers, and instead looks at the growing evidence of therapeutic benefits of some VR applications. We need to go into our workplaces and hunt for problems we haven’t yet found good solutions for – the answer may just be VR. You are Player One – be ready.

 

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