I just attended a symposium at Georgia Tech on video games that play with reality. It was a fascinating conference filled with cutting-edge innovations that showed games not only entertain, but also educate.
One of the best panels was titled “Playing with Health” and featured a variety of speakers who’ve helped people understand and cope with their environments and health — from autistic children to individuals who suffer from post-traumatic stress disorder. Ken Graap, co-founder of Virtually Better (located in Atlanta), showed a great slideshow on how a virtual world could potentially help heavy marijuana users lower their cravings. The “game” works like this:
Virtually Better has created several virtual rooms — the neutral room, the paraphernalia room (adorned with joints, cigarettes, black lights, Grateful Dead posters, etc.) and the party room (people smoking up, fresh pizza on tables). A person starts in the neutral room and then is taken to the other rooms. When he or she gets to the paraphernalia and party rooms, a USB port emits the smells of pot, pizza, cigarettes, etc. while music and conversations come through headphones. Throughout the game, a person’s heart rate is measured to gauge the intensity of that person’s craving.
The company has found that these virtual rooms, scents and sounds can “turn on” a person’s craving in a matter of minutes.
So of course — as Graap pointed out — wouldn’t this make the person want to go find a joint ASAP after leaving the lab?
The simulation brings the person back into the neutral world at the end, and cravings, data show, lower — not back to the initial state, but significantly from the height of the game. And it seems legit: the National Institute for Drug Abuse funds the project. Virtually Better hopes to use the data from these virtual worlds to figure out new ways to treat people with substance-abuse problems — from pot to cigarettes to crack and even possibly meth. And that could be really cool.