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Virtual reality program designed to help veterans
(May 2008 Issue)

By Catherine Robertson Souter

There are times when something you see, hear or especially smell, can bring you, in an instant, to a place or a time from your past. With luck, these unbidden memories are pleasant - the smell of mud a reminder of the first baseball practices of spring when you were 10, the sound of a Bee Gees song taking you back to a high school prom, the sight of a child with a puppy a reminder of your own son when he was young.

In other cases, memories can bring you back to something you never want to revisit - the terror of abuse or a fear of being lost or injured. For soldiers returning from Iraq and Afghanistan, these are the types of memories that can be debilitating and result in the most troubling symptoms of posttraumatic stress disorder (PTSD): depression, anxiety, loss of sleep and appetite, irritability, difficulty concentrating.

Hartford Hospital's Institute of Living has begun recruiting test subjects for a novel approach to the treatment of PTSD for returning solders. Using graphics from a popular video game, researchers created a virtual reality program designed to immerse patients in the Iraq/Afghanistan experience. This immersion therapy, a common treatment modality for anxiety disorders, is expected to desensitize PTSD sufferers and lower symptoms.

The hospital is one of 10 sites now running studies of the software across the country including several Veterans Administration hospitals as well as military sites Walter Reed Medical Center, the Madigan Army Medical Center in Tacoma, Washington and the Naval Medical Center in San Diego.

"Early intervention is key," said the Office of Naval Research program manager Cmdr. Russell Shilling in a release. "Virtual reality therapy has proven effective in treating a wide variety of anxiety disorders and we hope that it will be effective against acute PTSD related to combat."

In a darkened room, alone except for the therapist seated at a computer station, the patient sits or stands on a rubber floor mat, wearing a pair of goggles and headphones and holding a game controller. The program envelopes him in the sights and sounds of the Middle East along with the aromas common to the region - spices or diesel fuel - and a vibration similar to that of a motorized truck. In one scenario, the viewer will see a typical desert scene as if riding inside a Humvee. The other option is a Middle Eastern city and marketplace. Through use of the game controller, the patient can move himself within the scene, turning to the side, moving forward or back or even stepping into a building.

Meanwhile, the therapist, seeing the same scenario on a video screen simultaneously, actively influences the events that the patient experiences, all depending on his reaction to the stimuli.

"The therapist has control over things happening within the scene," says Christina Gilliam, Ph.D., a post-doctoral fellow at the Institute of Living. "Bombs going off, insurgents approaching, etc. We ask the patient if the trauma occurred during the day or night or even during a sandstorm and we can do all of those things. This is the closest to actually being there."

The patient is monitored for heart rate, perspiration, skin temperature and asked to provide feedback during the treatment.

Created by a software company, Virtually Better, along with the University of Southern California and the US Army Training and Doctrine Command Simulation Technology Center, the program offers the patient a chance to relive a traumatic experience in a safe environment. Based on the X-Box game, "Full Spectrum Warrior," the program was developed with input from experts in the Army's infantry school, Gilliam explains.

Because of intense stigma against mental health care within the military, this population does not lend itself to seeking out standard therapy. The researchers hope this type of treatment will be able to circumvent those concerns.

"We hope that this type of therapy, with its videogame-like qualities, will resonate well with the current generation of war fighters," says Shilling.

"One recent survey said that the rates of mental illness are higher within the military but that a lot of vets reported that they are less likely to go for treatment because of the stigma associated," says Gilliam. "We are talking about a group of men and women who grew up with video technology. Maybe this will be seen less as recognizable psychiatric treatment."

The Institute of Living is beginning a recruitment of male test subjects and plans to deliver nine to 12 weeks of treatment over the course of the next two years. So far, they have had several inquiries and interviews. It is the type of program for which typical advertising doesn't apply.

"We have been told that the way to get people in here is through word of mouth," says Gilliam. "Once you get one or two people in and they have a good experience, you won't have a problem with recruitment."