A substantial number of returning service men and women experience symptoms of Post Traumatic Stress Disorder (PTSD). One study (Hoge et al., 2004) found that as many as 20% of returning soldiers from Iraq met the criteria for PTSD. The preparedness of these individuals for non-deployed activities, as well as future deployments, hinges on their seeking and receiving effective psychological treatment. The veteran population may perceive a high level of stigma associated with seeking mental health treatment (Friedman, 2004) and thus may not seek out treatment opportunities that would enhance quality of life and optimize their ability to execute future military missions. Therefore, removing barriers that may lead to the avoidance of treatment is essential. Leveraging innovative gaming technologies for therapeutic purposes may help reintegrate returning soldiers into their personal and professional lives without the fear and uncertainty that often accompanies PTSD.
This paper focuses on integrating gaming and exposure-based treatment approaches for those with anxiety disorders such as PTSD. Recent research has examined the incorporation of Virtual Reality (VR) immersion and simulation techniques that utilize equipment such as helmets to increase a sense of presence in re-created scenes. In contrast, this paper focuses on the potential benefits of utilizing first-person game technology that does not rely on Virtual Reality apparatuses. The ultimate goal is to reach a state of enhanced preparedness for returning to duty and navigating life circumstances. This paper describes the strategy and use of first-person gaming technologies based on frameworks such as Virtual Battle Space 2 (VBS2) and Unity, with a focus on the advantages that these approaches may offer for successful preparedness outcomes.