Japan "Treating Pain and Depression with VR"... Future Market Growth Potential Noted
Popular for Few Treatment Side Effects
Expectations for Introduction of Amblyopia Treatment
Attempts to apply virtual reality (VR) technology in the medical field are increasing in Japan. VR, which had long been regarded merely as an entertainment device, is showing limitless potential for applications such as pain relief, depression treatment, and amblyopia therapy, drawing attention from the Japanese media.
On the 8th, Nihon Keizai Shimbun (Nikkei) reported that startups utilizing VR technology in the medical field are on the rise and introduced some cases. Jollygood, a Tokyo-based startup handling VR software for learning and training, is developing video software to support the alleviation of chronic pain in partnership with Boston University in the United States.
Jollygood established a local subsidiary in Boston earlier last month. Aiming for a release in the second half of next year, it is producing video software to support the relief of chronic lower back pain in middle-aged and elderly people. This will be viewable through the goggle-type device "Vision Pro," which is scheduled to be released by Apple Inc. in the U.S.
The treatment principle lies in changing the way perception occurs through VR. In the case of chronic pain, anxiety and stress increase due to the pain, creating a vicious cycle where the pain intensifies as a result. To break this link, "cognitive behavioral therapy," which changes the way surrounding objects and the environment are perceived, is implemented through VR.
For example, if a factory worker suffers from lower back pain, the software recreates the perspectives of both the worker and their supervisor in VR. By switching between both viewpoints, the patient can accurately explain their symptoms, and the supervisor’s acceptance and consideration for the worker gradually change. Through this process, the patient subconsciously learns to reduce stress and suppress pain in real life.
Jollygood plans to first introduce this as a non-medical device in the U.S. market, then, after confirming demand, aims to obtain medical device approval and target the domestic Japanese market. Future goals include adding exercise therapy and functions to communicate with doctors.
During the COVID-19 pandemic, the use of VR for learning and practice, such as simulating medical examinations and patient responses, significantly increased in medical institutions. Since the technology is already familiar in medical settings, expectations are rising that it could be used for treatment and diagnosis in the future.
Depression treatment software developed by Bigsi. It helps create distance from negative emotions or thoughts by displaying illumination. (Photo by Bigsi website)
View original imageBigsy, a startup located in Shibuya Ward, is developing VR software for depression treatment. Its goal is to alleviate depressive symptoms characterized by excessive repetitive negative thoughts, aiming to receive medical device approval by 2027.
Bigsy uses VR to recreate animals that draw the user’s gaze and trains them to divert attention, as well as prevents negative thoughts from deepening through conversations with avatars.
VR for amblyopia treatment is also gaining attention. Ima Create has started developing software to treat amblyopia in children and has already partnered with companies such as Sumitomo Corporation to expand its reach.
Since amblyopia in children often occurs because one eye’s vision does not develop properly, the common treatment method has been to cover the healthy eye to promote development in the amblyopic eye. This involves wearing an eye patch on one eye, which is considered an inconvenient treatment method.
Ima Create recreated the traditional Japanese toy kendama in VR. The amblyopic eye sees the kendama clearly, while the healthy eye receives a blurred image, encouraging the child to use the amblyopic eye more naturally while playing with the kendama.
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Nikkei stated, "Digital therapeutics have a limited range of target diseases compared to general pharmaceuticals, but their advantages include fewer side effects and lower costs and development time." It added, "If VR treatment is introduced as a new method, it will increase options for patients and medical institutions."
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