User-Centered Design Driven Development of a VR Therapy Application for Iraq War Combat-Related Post Traumatic Stress Disorder: From Training to Toy to Treatment Albert Rizzo (1), Jarrell Pair (1), Ken Graap (2), Brian Allen (1), Matthieu Dautricourt (1), Matthew C. Liewer (1), Barbara Rothbaum (2), Brenda Wiederhold (3), Mark Wiederhold (3), and James Spira (4) 1 - University of Southern California - Institute for Creative Technologies 2 - Virtually Better Inc. 3 - Virtual Reality Medical Center 4 - Naval Medical Center San Diego War is perhaps one of the most challenging situations that a human being can experience. The physical, emotional, cognitive and psychological demands of a combat environment place enormous stress on even the best-prepared military personnel. Such stressful experiences that commonly occur in warfighting environments have a considerable likelihood for producing significant numbers of returning soldiers at risk for developing PTSD. The initial data coming from both survey studies and anecdotal observations indicate that a large number of returning military personnel from the Iraq/Afghanistan conflicts are reporting symptoms that are congruent with the diagnosis of PTSD. In the first systematic study of mental health problems due to the Iraq/Afghanistan conflicts revealed that " ... The percentage of study subjects whose responses met the screening criteria for major depression, generalized anxiety, or PTSD was significantly higher after duty in Iraq (15.6 to 17.1 percent) than after duty in Afghanistan (11.2 percent) or before deployment to Iraq (9.3 percent)" [1]. In 1997, researchers at Georgia Tech released the first version of the Virtual Vietnam VR scenario for use as a graduated exposure therapy treatment for Post Traumatic Stress Disorder (PTSD) with Vietnam veterans. This occurred over 20 years following the end of the Vietnam War. During that interval, in spite of valiant efforts to develop and apply traditional psychotherapeutic approaches to PTSD, the progression of the disorder in some veterans severely impaired their functional abilities and quality of life, as well as that of their family members and friends. Prior to the availability of VR therapy applications, the existing standard of care for PTSD was imaginal exposure therapy. Such treatment typically involves the graded and repeated imaginal reliving of the traumatic event within the therapeutic setting. This approach is believed to provide a low-threat context where the patient can begin to therapeutically process the emotions that are relevant to the traumatic event as well as de-condition the learning cycle of the disorder via a habituation/extinction process. With this history in mind, the USC Institute for Creative Technologies has initiated a project that is creating an immersive HMD virtual reality system for exposure therapy with combat-related PTSD. The treatment environment is based on a creative approach to recycling virtual assets that were initially built for the commercially successful X-Box game and tactical simulation scenario, Full Spectrum Warrior. Thus far we have created a series of virtual scenarios designed to represent relevant contexts for this treatment to be conducted in VR, including a city and desert road convoy environment (Figs. 1-2). User-Centered tests with the application are currently underway at the Naval Medical Center, San Diego and within an Army Combat Stress Control Team in Iraq. This feedback with non-diagnosed personnel is providing feedback on the content and usability of our application to feed an iterative design process. A clinical trial version of the application built from this process will be tested with PTSD-diagnosed personnel in September 2005 and data from the user centered design trials and from the clinical tests will be presented at MMVR. We have also conducted brief exposure with two volunteer PTSD patients using our latest prototype. One of these patients has reported a reduction in nightmares and the other has reported that the scenario has helped him to cognitively reframe his experience with positive results. These anecdotal and informal self-report commentaries are encouraging for our continued efforts in this clinical direction and a more detailed description of this work can be found in [2]. References: [1] Hoge, C.W., Castro, C.A., Messer, S.C., McGurk, D., Cotting, D.I. and Koffman, R.L. (2004). Combat Duty in Iraq and Afghanistan, Mental Health Problems, and Barriers to Care. New England Journal of Medicine, 351 (1):13-22. [2] Rizzo, A.A., Rothbaum, B.O. & Graap, K. (In press). Virtual Reality Applications for Combat-Related Posttraumatic Stress Disorder. In: C.R. Figley & W.P. Nash (Eds.), Combat and Operational Stress Management: Theory, Research, and Practice. Albert Rizzo: arizzo@usc.edu From: Abstracts of MMVR14 Proceedings