XR4C Talk and Play Health Summary


“The spatial component and presence of VR allows us to empathize and challenge the way issues are perceived, which allows VR to provide an alternative viewpoint to every story.” – Mia Tramz



A special thank you to everyone who attended Games for Change’s #XR4C Talk and Play Health event at SAP Next-Gen’s Innovation Space in Hudson Yards, New York City. Our panel discussion was insightful and highlighted the amazing work that the panelists are doing to use XR technology to improve the health and wellness of diverse communities across the world.

Games for Change would especially like to thank our moderator Justin Hendrix (Executive Director, NYC Media Lab) for leading the discussion, and our panelists: Mia Tramz (Editorial Director, Enterprise and Immersive Experiences at Time Magazine), Aaron Oliker (Co-Founder & Chief Innovation Officer, BioDigital), Julie Huynh (XR Developer, Isobar ), and Dr. Courtney Cogburn (Assistant Professor of Social Work at Columbia University) for sharing about their XR projects.

The panel discussed lessons from the application of their XR projects and new developments in the XR Health field. Panelists also discussed the concept of “playtesting” and how to measure the value or success of these XR experiences.


Following are the XR projects that were demoed after the discussion:

  • Aaron Oliker, BioDigital: “Human” is a 3D augmented reality simulation of the human anatomy where you can view the development of different bodily diseases and medical treatments. Termed as the most complete and scientifically accurate 3D body ever assembled, “Human” is the first simulation of its kind. The AR experience has been tailored for a variety of educational levels, whether for a curious user ora medical doctor.

Julie Huynh, Isobar: “Common Ground VR” is an examination of how physical disabilities can affect someone’s daily life. Participants are asked to complete tasks under certain physical restrictions, simulating real-life disabilities, in order to experience the life of someone who is disabled. During the panel, Julie mentioned how our bodies become a medium in itself when we are immersed within the VR experience.

  • Mia Tramz, TIME Inc.: “Lumen” is a meditative VR experience featuring procedurally-generated environments with adaptive sound design and gaze tracking technology. The project is meant to be a non-linear relaxing experience that improves the user’s wellness through atmospheric visuals and auditory environments. Interestingly, Mia added during the panel discussion that “VR allows us to empathize and challenge the way issues are perceived, giving every story a different viewpoint”.

If you missed the XR4C talk and Play Health event, you can watch the Facebook Live video here and make sure to follow the conversation on Twitter using the #XR4C hashtag. Up next is our annual XR for Change Summit (Saturday, June 30, 2018), part of the 15th annual Games for Change Festival, where you will learn from leading content creators how to create social impact using immersive technology. The Summit will feature an XR expo, networking sessions, hands-on workshops, panel discussions and so much more. Get your tickets before they sell out: g4c18.eventbrite.com.


We look forward to seeing you at the XR for Change Summit on June 30th!

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