Business Name: ExposVRe
Is it real?: It is not
The business I'm going to be using for this course is one that I used for another course a few semesters back - a VR design company that makes programs for treating intense phobias in patients, especially ones that have difficulty getting exposure treatment in real life.
The target market for this business is, by and large, places that can use the software and technology in their treatment plans for their patients - psychologists, hospitals, maybe even small groups that meet weekly/monthly to help work through the issues. By providing a solid product to a place like that, they can use it on a daily basis in a lot of different treatments for different patients, and licensing and production becomes the main source of income.
A secondary market is individuals who want to use the product on their home devices. While not the direct place I'd be looking to make an impact, this market can be reached fairly easily, by simply providing the software on pre-existing platforms that they have access to on a daily basis - things like Steam or built-in shops in the VR software of their choice.
I'm primarily looking at a group of people that want to help others, or want to help themselves overcome issues that can be crippling for them in day to day life. Most phobias are easier to deal with, but in a virtual environment, I think that you can more safely use exposure therapy when you control all of the variables.
Is it real?: It is not
The business I'm going to be using for this course is one that I used for another course a few semesters back - a VR design company that makes programs for treating intense phobias in patients, especially ones that have difficulty getting exposure treatment in real life.
The target market for this business is, by and large, places that can use the software and technology in their treatment plans for their patients - psychologists, hospitals, maybe even small groups that meet weekly/monthly to help work through the issues. By providing a solid product to a place like that, they can use it on a daily basis in a lot of different treatments for different patients, and licensing and production becomes the main source of income.
A secondary market is individuals who want to use the product on their home devices. While not the direct place I'd be looking to make an impact, this market can be reached fairly easily, by simply providing the software on pre-existing platforms that they have access to on a daily basis - things like Steam or built-in shops in the VR software of their choice.
I'm primarily looking at a group of people that want to help others, or want to help themselves overcome issues that can be crippling for them in day to day life. Most phobias are easier to deal with, but in a virtual environment, I think that you can more safely use exposure therapy when you control all of the variables.
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