Last updated
RealizedCare
Share PrintRealizedCare's gameChange product uses guided simulations to specifically target agoraphobic symptoms. The VR-based therapy aims to impact suicide prevention by addressing isolation, allowing Veterans with agoraphobia and anxious social avoidance to learn coping skills in a safe environment. RealizedCare aims to use gameChange to support Veterans by reaching those at higher risk of suicidal thoughts and behaviors.
Origin:
April 2022, Elizabethtown, KY
Awards and Recognition:
Mission Daybreak Grand challenge winner, FDA Breakthrough Device Designation as the World’s 1st Immersive Therapeutic for Serious Mental Illness
Partners:
Office of Healthcare Innovation and Learning (OHIL), Office of Suicide Prevention (OSP), VA Immersive
Recent Updates
Overview
Problem
Solution
Links
- Automated virtual reality therapy to treat agoraphobic avoidance and distress in patients with psychosis (gameChange): a multicentre, parallel-group, single-blind, randomised, controlled trial in England with mediation and moderation analyses Clinical Trial Results published in the Lancet
- Evidence generation plan for virtual reality technologies for treating severe agoraphobic avoidance in people with psychosis Publication of NICE Early Value Assessment of gameChange for use with U.K. patients experiencing severe agoraphobic avoidance
Results
Contact
About
Original team
Risa Weisberg
Chief Clinical Officer
Erin Conwell
Director of Marketing
Comment
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