RT3D: The bridge to healthcare innovation
summary
Claims a playable therapeutic proves up in trials: a mobile game completes a phase‑3 double‑blind RCT, dozens of clinical trials, shows attention gains and six‑month durability and lands FDA‑cleared video game status as a Class II device; VR exposure therapy becomes scalable—combat scenarios with adjustable cues and BraveMind deployed at 100+ sites—and caregiver training uses short immersive modules (five minutes) to shift behavior. Tools cited include Unity for prototyping, consumer VR headsets and mobile delivery, plus integrations with noninvasive stimulation and biometrics.
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chapters (22)
- 0:00Healthcare innovation panel
- 1:03Digital health opportunity
- 2:07Adam Gazelli on therapeutic games
- 5:40Endeavor Rx ADHD therapy
- 7:27Skip Rizzo on PTSD VR therapy
- 9:34BraveMind VR for veterans
- 14:55Embodied Labs' mission
- 18:45VR for caregiver training
- 21:33Need for innovation bridge
- 24:44COVID-19 and digital health
- 27:12Academia-industry bridges
- 32:35When to build the bridge
- 36:48Global healthcare access gaps
- 39:00Gaming talent in healthcare
- 43:36Collaboration challenges
- 46:05Unity in development
- 47:09Advice for entrepreneurs
- 49:56Financing XR healthcare
- 53:06VR therapy patents
- 55:12FDA approval process
- 57:36Bias in VR healthcare
- 59:30Closing remarks
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