2016 was the year “all hell broke loose” for virtual reality. No longer a niche item reserved for the military, medical researchers and NASA, virtual reality became available to consumers for less than $600. Five million units were sold that year, making it the tipping point for the technology; within five years, sales were nearly 70 million units annually. 2016 was also the year that a study on VR and Parkinson’s conservatively concluded that short-term VR exercise improved step and stride length and that VR may have similar effects on gait, balance, and quality of life.
[V]irtual reality (VR) technology is proposed as a new rehabilitation tool with a possible added value over traditional physiotherapy approaches. It potentially optimises motor learning in a safe environment, and by replicating real-life scenarios could help improve functional activities of daily living. [Virtual reality for rehabilitation in Parkinson’s disease. 2016 Dec 21;12(12):CD010760].
At about the same time, the DIY Parkinson’s movement also had its tipping point. The popularity of group programs — Dance for PD (2001), Rock Steady Boxing (2006), PWR! Moves (2010), Dopa Beats (2014), and Ping Pong Parkinson (2017) — demonstrated that self-helping PDers were embracing exercise as therapy. Yet, VR never took off in the Parkinson’s community. Perhaps the tech seemed daunting to an older demographic, perhaps the headsets were awkward, or perhaps PDers could not evaluate VR without purchasing a complete system with apps.
That’s unfortunate because off-the-shelf VR hardware and software provide a range of exercises for the body and brain that can offer many benefits for those diagnosed with Parkinson’s. As Nenad Bach, founder of Ping Pong Parkinson, learned during the pandemic, VR software is an excellent substitute for the real thing (and it even has a social component).
VRPD’s mission is to fill in some of the blanks by reviewing equipment and apps from a PD perspective, and recognizing that (1) VR is not for all who have been diagnosed, and (2) for those who do enjoy VR’s benefits, safety is a primary consideration.
We always look for ways to improve, and your feedback is appreciated.
[Photo left: Harvard University head-mounted VR display with mechanical head position sensor (1968); NASA headset circa 1985]