The AppliedVR Story: From Laboratory Curiosity to FDA-Approved Treatment
For thirty years, the potential of VR in pain management remained trapped in research labs. In a recent Category Visionaries episode, AppliedVR founder Matthew Stoudt revealed how they turned academic promise into clinical reality.
The Origin Story: Lab to Reality
The journey begins in the early 1990s, when researchers first demonstrated VR’s potential for pain management. As Matthew explains, “This is back in the early 90s, before we had the opioid epidemic. And even then… they would use opioids as that analgesic to help through that acute moment.”
But technology limitations kept VR confined to research settings. “The challenge you had in this case was the technology weighed 50 pounds, cost $50,000, and so it was confined to the laboratory, to the world of isn’t that interesting?” Matthew notes.
Understanding the Real Problem
AppliedVR’s breakthrough came from recognizing that chronic pain treatment needed fundamental reimagining. “We have always viewed chronic pain as if it’s acute pain,” Matthew explains. “We give people NSAIDs, things like Tylenol, Advil, then we give them opioids, and then we give them injections, and then we give them implants, and then we give them surgery, surgery. But we don’t fundamentally treat it for the condition that it is.”
The scope of this opportunity was massive: “In the US, there are about 100 million sufferers of chronic pain, about 1.5 billion around the world. And in the US, we spend about $650,000,000,000 a year trying to address it.”
Building Clinical Credibility
Rather than rushing to market, AppliedVR focused first on building credibility. “One of our early mantras is that we wanted to build an unparalleled body of evidence to demonstrate this,” Matthew shares. This led to partnerships with leading experts, including “Beth Darnall, probably the top pain psychologist in the world out of Stanford.”
The Product Evolution
Their journey revealed crucial lessons about the gap between laboratory and real-world effectiveness. An early attempt at using biometric feedback proved technically impressive but practically problematic. “In a laboratory, that is awesome,” Matthew recalls, “but you send that into a home to a 55-year-old male, female, whatever, and they got to put a pulse – what? On their finger? I don’t have blue teeth. What are you talking about? Right? It’s going to fail.”
This led to the development of their “three E’s of design” framework. As Matthew emphasizes, “I don’t care how efficacious it is, I don’t care how engaging it is, if it is complicated, if it is hard to use, if there’s friction in the equation, the patient’s never going to use it.”
Finding the Right Market Entry Point
After building clinical evidence, AppliedVR identified the VA as their ideal entry point. “When I think about what your product market fit is, the VA for the world of this idea of immersive therapeutics or immersive medicine, I couldn’t think of a better entry channel for us,” Matthew explains.
This wasn’t just about market size, though significant: “There’s about 6 million vets that are suffering from some form of pain. 1.5 million of them are deemed to be moderate to severe pain sufferers.” The VA was also culturally ready, with “over 100 and 2170 facilities that are actually using some form of VR as medicine.”
The Future Vision
Looking ahead, Matthew sees VR becoming “a healthcare hub in the home” – though he’s realistic that this is “probably more in the eight to ten year time frame.” The goal is transformative: making VR therapeutics “part of standard of care… where this becomes one of the first things that a doctor prescribes versus one of the last things.”
For founders commercializing research breakthroughs, AppliedVR’s journey offers crucial lessons about the importance of methodical development, real-world validation, and strategic market entry. Sometimes the path from laboratory to market requires patience, persistence, and a clear understanding of what makes innovation actually work in the real world.