Digital therapeutics: Games for medical purposes

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Digital therapeutics: Games for medical purposes

Digital therapeutics: Games for medical purposes

Subheading text
Video games are prescribed to treat certain diseases, opening up opportunities for the gaming industry.
    • Author:
    • Author name
      Quantumrun Foresight
    • September 12, 2022

    Insight summary

    Digital therapeutics, including prescribed video games, are emerging as effective tools for treating conditions like ADHD (Attention Deficit Hyperactivity Disorder), offering a new approach to healthcare. The US Food and Drug Administration (FDA)'s relaxed regulations during the COVID-19 pandemic led to an increase in such therapies for psychiatric conditions, with companies rapidly developing and releasing products. This shift towards digital health solutions is changing the landscape of treatment, with games playing a significant role in patient care and mental health management.

    Games for medical purpose context

    Digital therapeutics, including video games, are software-based devices that can assist treatment. This form of software grew during the COVID-19 pandemic and continues to grow due to the increasing need to manage how online content is consumed. Smartphones and computers are the primary mediums used to deliver digital therapeutics, while other mediums like virtual reality are also being explored.

    Doctors in the United States can prescribe video games. As of 2020, and after seven years of clinical trials, the FDA authorized doctors to prescribe Akili Interactive’s EndeavorRX game for kids aged eight to 12 who have ADHD. The game is designed to aid cognitive skills development like focus and attention by dodging obstacles and collecting targets. 

    Before marketing software to customers, businesses that want to advertise or imply that their software cures, treats, or diagnoses illness must obtain clearance from the FDA. However, during the COVID-19 pandemic, the FDA approved various digital therapeutics without regulatory oversight as an emergency measure. This policy change applied to a wide range of therapies not considered to exemplify an undue risk in treating certain psychiatric conditions, including obsessive-compulsive disorder, insomnia, depression, substance use disorder, autism, and ADHD.

    Disruptive impact

    Several companies have taken advantage of the loosening of the rules and released products that treat psychiatric conditions. Aside from Akili Interactive Labs, Pear Therapeutics also had a limited public release of its schizophrenia product candidate Pear-004. 

    Another pharmaceutical company, Orexo, announced that it would launch in the US two therapies—one for depression and one for problematic alcohol use—and accelerate the testing of its software for opioid-use disorder. 

    The FDA’s approvals suggest recognizing digital therapeutics as legitimate and required treatment tools. During the pandemic, the FDA announced the development of a Digital Health Center of Excellence and has continued to lean into the digital therapeutics space. Additionally, companies are not required to inform the FDA that they are taking advantage of the relaxed rules, so it is unclear how the FDA will enforce standards and policies.

    Games for medical purposes and other digital therapeutics can support improving overall digital nutrition and the practice of understanding how online content can impact mental and physical health. For example, digital health firm AeBeZe Labs created an app that curates content designed to boost calmness, confidence, connection, energy, and more. AeBeZe CEO Michael Phillips Moskowitz believes that content platforms such as social media need to be more transparent about the effects of their algorithms and that people should be more mindful of the types of content they consume daily.

    Implications of games for medical purposes

    Wider implications of games for medical purposes may include: 

    • Video game developers partnering with healthcare companies to develop games for treatment, enhancing patient engagement and adherence to therapy.
    • Surge in digital therapeutics production for managing conditions like diabetes, heart disease, and mental health issues, improving patient outcomes and reducing healthcare costs.
    • Games becoming integral in diverse therapies and training, such as PTSD treatment for military personnel, mental preparedness for astronauts, and road safety training, enhancing effectiveness and accessibility.
    • Expansion of computer game applications in pediatric therapy, addressing issues like speech delays and motor impairments, leading to increased investment in game rooms and equipment in medical facilities.
    • Video games in medical settings fostering improved patient-doctor communication, with interactive game-based tools aiding in explaining conditions and treatments.
    • Enhanced remote monitoring and personalized treatment through game-based healthcare platforms, reducing the need for frequent hospital visits and lowering healthcare system burden.
    • Shift in public perception of video games from purely entertainment to valuable therapeutic tools, positively impacting the video game industry's reputation and market reach.
    • Increased research and development funding for medical gaming applications, attracting a new wave of talent and investment in the gaming industry.
    • Emergence of specialized job roles within the gaming and healthcare sectors for developing and managing therapeutic games, diversifying employment opportunities.
    • Government bodies establishing regulations and guidelines for therapeutic gaming applications, ensuring patient safety and efficacy of treatments.

    Questions to consider

    • How else do you think healthcare organizations will adapt games for medical purposes?
    • What other possible technologies may support games as a treatment for illnesses?

    Insight references

    The following popular and institutional links were referenced for this insight: