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Matthew Mulham

Adam Padgett

English 102

Final Essay

Can Virtual Reality Take Over the Medical Field?

Throughout history, there have been many technological advances that have defined the

human race. Henry Fords automobile, Alexander Graham Bells telephone, Steve Jobs

infamous Apple brand, and so many more have shaped the society we live in today. Researchers

and investors are always looking for the next great technology that could affect our world. Some

think it will come in the form of a jetpack, others consider self-driving cars, but in my mind, the

answer is simple. Virtual Reality, or VR, has been an idea that has been processed and

researched for years now. The new wave of virtual reality has surrounded many different fields,

including sports, but the one field that has life changing capabilities involves medicine. The

number of medical advances due to virtual reality is rapidly growing. However, similarly to all

technological advancements, there are some reservations from others. One main counter-

argument that has been seen with this new wave of virtual reality is that the screen is too close to

your eyes, potentially causing blindness. On a deeper level, some scientists have pause for

concern in the medical field, and how this new tech might cause mental illness in patients that

showed no signs of it. With all of the potential negatives that have been brought up, some of the

various uses highlighted through research are truly remarkable, and have the ability to change

lives. Specifically, the benefits of virtual reality affect the therapy of stroke patients, helping to

battle obesity and eating disorders, as well as treating cancer patients. Overall, the impact of
utilizing virtual reality in medicine is nothing short of revolutionary, and the benefits that come

with its use far outweigh the bad.

Despite all of the positive implications of using virtual reality for medical

purposes, some negative pitfalls do exist. The use of VR for medical purposes is relatively

recent, therefore the extent of negative implications have quite possibly yet to be seen. Online

Technology Reviews, a reliable online review of new technology began to outline the dangers

in their article, The Dangers of Virtual Reality. In this article, Scott Stein, the author, professes

his concerns with the up and coming technology that we know as virtual reality. He makes three

main claims throughout the article. Stein claims that VR has the capability to make you

physically sick, may be unsafe to use, and may harm ones eyesight. While all of these

arguments on the surface are legitimate, I am not sure that they should be a cause for significant

concern. First, when he refers to being sick, Scott is referencing nausea, or motion sickness.

Although these symptoms may be a valid concern for some, it also depends on the user. As an

avid roller coaster rider, I am always sure to stay away from rides that involve repetitive circular

spinning like the teapots, due to the fact that I know they make me feel sick. The same principle

can be applied here. While some may have difficulty observing select images via virtual reality,

others may experience no side effects at all. Secondly, the claim that virtual reality headsets are

unsafe involves the proximity of the person wearing it to other things in your environment.

Since you are blinded to your surroundings while wearing the headset, one must have ample

room around them to ensure their safety. This may include taking the extra couple of minutes

and rearranging anything that could cause injury. Lastly, the fact that the screen is that close to

your face is an argument that I find difficult to refute. It is proven that having a screen close to

your eyes can impact ones vision over time. I can only reiterate that the wearer should take
frequent breaks when using virtual reality, as Scott claims the safety manuals explicitly state.

These criticisms of virtual reality are fair, yet I believe are not cause for real concern. Using

these headsets for recreational purposes, like almost any type of video game or television

program, should be done in moderation. Medically, however, the use of these headsets and their

benefits far outweigh the possible detriments.

Secondly, the use of virtual reality in the medical field also has some scientists and

researchers taking a step back, and pondering possible repercussions. L.J. Whaley, of the

Department of Mental Health at University of Aberdeen, writes that the use of virtual reality in

the medical field gives users pause for concern. Whaley contemplates just how ethical the use of

virtual reality is. At first, I did not understand his position, but as I kept reading, I began to

understand his platform. First and foremost, he states that virtual reality, whether we like it or

not, is pushing through and gaining increasing momentum within the medical field. Because of

this growth, Whaley states that the desire of researchers to further their careers may take priority

over the wellbeing of the patient. This is an alarming possibility. We see today in medicine that

some scientists, just like any other profession, may be motivated by greed. The desire to be the

first to present this new innovation may happen prior to sufficient testing. Specifically in cancer

medications, we see that the prices for medication continue to skyrocket, especially as newer and

better treatments are released. Whaley concedes, however, that this type of medical misuse may

in fact be somewhat limited and therefore not a great source of concern. Secondly, Whaley states

that VR machines may be prone to errors such that they introduce into the mental life of

susceptible individuals specific distortions that serve to exacerbate the symptoms of mental

illness or induce such symptoms when none were previously present. To put it simply, Whaley

sites a concern that the use of virtual reality may be flawed, and that the users may be susceptible
to mental illness, even if they have no history with said illnesses. In my mind, I dont know how

viable this claim is, because the article was published in the year 1995. Since that time, there

have been significant advances in virtual reality and therefore this initial claim may no longer be

as valid as it once was.

In spite of the potential negative effects that virtual reality may present, the use of VR in

the field of medicine, specifically its therapeutic implications, is beyond question. In the United

States alone, over 140,000 die each year from strokes. Time and time again, familys lives are

forever changed due to strokes. As such, the after effects of those who have suffered a stroke are

also very serious. About 800,000 people suffer strokes each year, and these attacks are the

leading cause of long-term disabilities in America. My grandfather was one of the 800,000

people who suffered a stroke this past August, and the aftermath was traumatizing. Initially the

right side of his body was paralyzed and he was unable to speak. As a freshman being away for

the first time and not able to communicate over the phone with him was heart wrenching. My

grandfather spent ten days in acute care in the hospital and then another three weeks at an

inpatient rehabilitation center. His therapy was rigorous, riddling him with little confidence and

will to keep going. I received many a phone call from rehab with my grandfather attempting to

tell me how bad therapy was, and how he hated being there. Seven months later he has regained

his ability to walk with some assistance and is speech has improved, but is slurred. Now, with

new advancements in technology, both the therapy and outcome for the next victim might be

more promising. Virtual reality is gaining traction in therapy for stroke victims and for good

reason. According to the academic journal Stroke Research and Treatment, the use of virtual

reality is not only working on improving the motor skills of the victims, but the overall morale

during the grueling process of rehabilitation. One of the main things my grandfather and so
many others struggled with was motivation and morale, and virtual reality provides a platform to

increase said morale. This article stated that the goal of the rehabilitation is to allow the victims

to slowly regain their motor skills in a less strenuous way. Usually, stroke victims have a hard

time with hand eye coordination, holding certain things, etc. Using virtual reality, therapists give

the victims a feeling of success, such as holding a pencil, when in reality; they are merely

holding their hand in that position, with nothing physically between their fingers. Using this

type of therapy proves beneficial in the early stages of rehab, because while the victim may not

be able to complete certain tasks in real life, it makes them feel like they can, through an

alternative reality. These virtual reality successes will undoubtedly serve as motivation to

continue the therapy process.

Public interest into the topic of virtual reality varies. According to the chart below,

younger generations definitely view virtual reality as an interesting topic. Both Very Interested

categories were the majority in the 14-19 and 20-29 age ranges, leading me to believe that the

younger generations are taking a special interest in virtual reality. These numbers prove exciting

for future scientists. Such increased interest may correlate to more people interested in the

research and development of virtual reality. This is an additional bonus for both doctors and

other medical field professionals, because it gives them access to the latest life-saving

technological advancements. This relates directly to my thesis, that virtual reality is becoming a

viable technique in medicine, because as interest goes up, so does funding and research, and in

turn we get the most efficient medical tools.


Percent Interest in Virtual Reality by Age
60

49
50

39
40

30 27 28
24

20
15
9 10
10 7 8
5 5 6 6
4 3 4
1 2 2
0
From Statista, gauging interest of citizens by age group.

Virtual reality may also have a positive effect on the treatment of eating disorders. Eating

disorders are a significant issue, especially in the United States. According to the Center for

Disease Control and Prevention, about eight million people suffer from eating disorders. These

numbers are staggering, and unfortunately, are increasing as well. Fortunately, virtual reality has

been introduced in this field, and the therapeutic effects have the potential to be revolutionary. In

the journal Future Directions: How Virtual Reality Can Further Improve the Assessment and

Treatment of Eating Disorders and Obesity, it outlines one of the many positives implications

that virtual reality can bring to the world. This article represents the research done by three

scientists, Jos Gutirrez-Maldonaldo, Brenda K. Wiederhold, and Giuseppe Riva, and their

findings are profound. It is known that a typical and active therapeutic approach to those with

eating disorders is to present them with photographs of food, stimulating psychological and

physical responses, making them more prone to eat. Now, we are taking this approach to the

next level with virtual reality. These scientists aim to use virtual reality to display more life-like

versions of these photographs, hoping to trigger increased responses. Their findings supported
what their hypothesis stated. Those who were diagnosed with an eating disorder were mentally

and physically affected more with the images presented virtually when compared with plain

pictures. Virtual Reality has begun to create a better, more engaging therapy for those suffering

with eating disorders.

Virtual reality has been used to treat obesity as well. In the United States, more than one

third of the adult population in America are obese, according to the Center for Disease Control

and Prevention. Through the rise of fast-food restaurants and several other factors, the American

population has gotten bigger and heavier over the years. Obesity has risen to epidemic

proportions and is getting harder to combat. As the chart below indicates, as of 2009-2010,

around 65% of all Americans were considered obese. These numbers are staggering and leave us

desperate for a remedy. Fortunately, one method that is currently being researched is the use of

virtual reality. Unlike eating disorders, the use of virtual reality in fighting obesity focuses on

both distracting and tricking the brain. In the same journal Future Directions: How Virtual

Reality Can Further Improve the Assessment and Treatment of Eating Disorders and Obesity,

written by Jos Gutirrez-Maldonaldo, Brenda K. Wiederhold, and Giuseppe Riva, the authors

cite the numerous ways people that struggle with obesity, including cravings and emotional

responses. The goal, as the journal stated, is to reduce and modify the responses. The method of

distraction tries to put the patient in a different reality, hopefully forcing them to think about

what they are seeing, instead of what they are feeling. The human mind, according to the

journal, only has the capability to comprehend so much information, so this method potentially

overflows the brain with stimuli, leaving the cravings and other emotional responses unfulfilled.
Obesity in America Ages 20 and Older In
2009-2010 by Body Mass Index

6.3
31.2
35.7

33.1

Under 24.9 25-29.9 30+ 40+

For convenience, under 25 is considered normal weight, 25-29.9 is overweight, 30+ is obese and 40+ is extremely
obese, from the National Institute of Diabetes and Digestive and Kidney Diseases.

Virtual reality has been shown to have positive effects for cancer patients. Cancer is and

will continue to be a major health concern that is the focus of much scientific research. Cancer is

an extremely fatal disease that has and will continue to rip families apart. Despite the diseases

continued devastation, advances in treatment have been made. Chemotherapy, according to the

American Cancer Society, was discovered as a viable treatment around the early 1900s, and is

still providing millions of cancer patients with hope for remission. The side affects of chemo,

however, some argue are worse than the disease itself. Side effects including nausea, lack of

appetite, hair loss, fatigue, constipation and so many more have left victims feeling weak and

miserable. Innovative new treatment methods, like the use of medical marijuana, are being

sought out to alleviate some of the horrific symptoms. While this method may work for some,

researchers continue to search for alternatives. The use of virtual reality has recently made major
splash in the medical world, and may prove to be a different approach that could make a world of

a difference. According to a study by Susan M. Schneider and Linda E. Hood of Duke

University, virtual reality has the ability to provide patients with a distraction to alleviate some of

the symptoms. They reference a previous study conducted in 1993 that stated that patients

receiving a cognitive distraction or relaxation technique reported that they felt less nausea and

had lower blood pressure than those who did not. Now, with this background knowledge in

mind, Schneider and Hood decided to see how virtual reality could affect such patients. They

gathered a sample of 123 individuals with three different types of cancer (Breast, Colon, and

Lung Cancer). While the chemotherapy was being administered, the patients we able to choose

from four types of environments, including a deep sea dive, walking through an art museum,

exploring ancient worlds, and solving a mystery. The results of this experiment were positive.

The procedure took 58 minutes to administer and complete, but patients reported after the fact

that it felt around 46 minutes long. This misinterpretation of time alludes to the method of

distraction as a viable treatment to go along with virtual reality. The capabilities of virtual reality

to distract the patients are evident in the findings, and with more research, the future is hopeful.

Virtual reality has far reaching and life changing implications that extend far outside the

recreational zone,. PlayStation, Google, Intel and many different companies have been

modifying, toying and researching the best type of headset to appeal the masses. However,

Virtual Reality is increasingly being used in the medical field, and the benefits are promising.

Although there are many causes for concern within the medical community, in my mind and the

mind of many others, the benefits of its use far outweighs the potential negatives. We have seen

virtual reality used to treat patients that recently suffered from a stroke. The therapeutic impact

that virtual reality can have, coupled with the positive effects on both a persons emotion and
morale make this an extremely viable technique. Also, given the rise of both eating disorders

and obesity in the United States, virtual reality use is providing another possible remediation

technique. Virtual reality can provide these patients with visual stimuli that have been shown to

help in their recovery process. Lastly, VR even has the capabilities to reduce some of the side

affects of chemotherapy, one of the leading treatments for cancer. Having immediate family

members that have suffered both from strokes and cancer treatment, I have seen firsthand the

pain and suffering that they endured. While medical research continues to try to discover ways

to both prevent and cure various conditions and diseases, research into the therapeutic aspect of

medicine cannot be ignored. Virtual reality is a viable option that can be used as an alternative

treatment for many disorders. While not curative, the fact that virtual reality use may promote

rehabilitation and ease negative side effects, is one that I feel should be embraced. The impact of

virtual reality to the medical field can be compared to a wave in a large ocean. Its effects are far

reaching and the possibilities endless.

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