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Using the entertainment-only limited release of the product to gather valuable user data, refine the final product, and add financial insurance from the sale could be considered unethical with a long-term medical goal in mind.

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A new brand of exposure therapy for virtual reality combining validated scientific concepts with gamified components and physiological feedback.

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The simulation presents the user with a serious of common phobic scenarios tied together by a loose story. Players advance scenarios by successfully confronting escalation of each phobia in the absence of elevated vitals.
The entertainment early release will not feature this biological feedback mechanism nor additional scenarios designed for other ailments. Instead, it will utilize a mobile VR platform that can be played on most phones. Players will advance levels with a serious of easy tasks designed to garner desired beta feedback.

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The target market are primarily those suffering from phobia related panic disorders, however, other proven aspects of VR therapies for related illnesses will be incorporated. Other markets include rehabilitation and acute care centers. The primary innovation of the finished product is the incorporation of gamification with validated scientific elements on a VR platform featuring physiological feedback.

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Primarily game and simulation development with plenty of stringent in-house and coopted testing. There is minimal development for innovation of this device as we are not inventing new medical monitors but simply adapting them for our gaming purpose using software that is hopefully patentable. If able, we will patent code or software we create to integrate the devices.

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Engf. (2010, February 19). Phobia – The Game. Retrieved December 01,2018, from http://www.youtube.com/watch?v=a9f7IFckJnY

https://www.c2.care/en/c2phobia-treating-phobias-in-virtual-reality/ Retrieved December 01,2018

https://www.div12.org/sites/default/files/WhatIsExposureTherapy.pdf Retrieved December 01,2018

Serious Games Market Expected to Reach $9,167 Million, Globally, by 2023. (n.d.). Retrieved December 01, 2018, from https://www.alliedmarketresearch.com/press-release/serious-games-market.html

U.S. digital games industry revenue by category 2016 | Statistic. (n.d.). Retrieved December 01, 2018, from https://www.statista.com/statistics/321902/digital-games-revenue-category-usa/

Virtual Reality Therapy for Phobias. (2018, August 01). Retrieved December 01, 2018, from https://psychiatry.duke.edu/virtual-reality-therapy-phobias

http://www.nebeep.com/virtual-reality-therapy/

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Screenshot from an existing therapy game with one focus

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Today, virtual reality is easily experienced with just a phone