Leading the Evolution of Therapeutics
At AppliedVR, we are pioneering a new class of medical devices, immersive therapeutics, that harness virtual reality to deliver transformative therapies and treatments for medical conditions.
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Technology
Why It Works?
Effective therapy helps people unlearn unhelpful thought and physiological patterns while building healthier, more adaptive ones. Because this process relies on structural and functional changes in the brain, VR-delivered immersive experiences can uniquely activate multiple learning systems at once, enhancing the speed and impact of therapeutic change.1
MECHANISM OF ACTION
VR Unlocks New Pathways
for Health and Learning
The unique ability of VR to fully engage our senses through immersive, interactive environments makes it a powerful tool for modulating attention, shaping perception, and enhancing how we learn.1-3
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A Fundamentally Unique Modality
VR provides a low-risk, adjunctive approach that delivers greater therapeutic impact through its unique strengths.1
- Immediate Impact
On Acute Episods1
- Induces A Measurable
Physiological Response2
- Connects At A Deep
Emotional Level3
- High
Engagement3
VR THERAPEUTICS
Proven And Accessible
VR has demonstrated effective management of acute and chronic health conditions, such as anxiety or pain, without the side effects or addictive tendencies of many pharmaceutical options.
30 Years Of Academic Research
AppliedVR is building on decades of clinical research on virtual reality conducted across an array of disease areas including pain, stroke, behavioral health, and neurodegeneration.
Greater Impact. Wider Reach.
In the past, VR was expensive, cumbersome, and limited to research labs. Today, we bring therapeutic VR directly into patients’ homes backed by data that validates its effectiveness.
RelieVRx®, our flagship product, is the first FDA-authorized prescription VR medical device1 for chronic lower back pain and is backed by peer-reviewed clinical research.
Sources:
- Todd Maddox et al. "The Promise of Virtual Reality as an Immersive Therapeutic" in Journal of Medical Extended Reality, Jan 2024. http://doi.org/10.1089/jmxr.2023.0003
- K.M. Malloy, L.S. Milling, "The effectiveness of virtual reality distraction for pain reduction: A systematic review." in Clinical Psychology Review 30 (2010): 1011–101
- Spiegel, B. et al. (2019), "Virtual reality for management of pain in hospitalized patients: A randomized comparative effectiveness trial." in PLoS ONE 14(8): e0219115. https://doi.org/10.1371/journal.pone.0219115
- Gershon. J. et al. "A pilot and Feasibility Study of Virtual Reality as a distraction for children with cancer." in J. AM. ACAD. CHILD ADOLESC. PSYCHIATRY, 43:10, OCTOBER 2004.
- Garcia LM et al. "An 8-Week Self-Administered At-Home Behavioral Skills-Based Virtual Reality Program for Chronic Low Back Pain: Double-Blind, Randomized, Placebo-Controlled Trial Conducted During COVID-19." in J Med Internet Res. 2021;23(2):e26292. doi:10.2196/26292
- “Device Classification under Section 513(F)(2)(De Novo).” FDA.