In early January, a Reddit user posted an emotional story about waking up on a beach and befriending a fellow lost soldier. But the soldier’s health began to deteriorate. And the author was eventually forced to kill his friend with the other man’s own gun to end his suffering. “His voice gone, I sat there staring at my monitor and began to cry,” the Redditor wrote. “I’ll never see that friend again and I miss him very much.”
"God damn," wrote a commenter. "Alright I’m getting this game."
The writer was playing DayZ, a zombie apocalypse multiplayer PC game that sold its 1-millionth download last week, less than a month after its Dec. 16 release. That release is only the game’s early-access alpha version, which developer Dean Hall will be enhancing and improving for most of the next year before launching it in beta. But even at this stage, the reason for DayZ’s enormous success is becoming clear—the game play leads to a degree of psychological tension and emotional response that players report never before experiencing in a computer game.
These are some of my favorite images from the new book Soldier Dogs. There are more pictures in our slideshow today.
Military Working Dogs play a crucial part in America’s armed services. The best known “Soldier Dog,” Cairo, put crucial canine skills to work in the SEAL Team Six operation that killed Osama Bin Laden. Other Military Working Dogs serve as everything from bomb sniffers to troop companions to search and rescue dogs (and also serve in darker roles, such as duty at Guantanamo Bay). Their handlers and trainers, devoted dog lovers down to a man, form an unusually close-knit fraternity within the military.
The idea behind exposure therapy is for people with PTSD to relive their traumatic experiences in a safe environment. Traditionally, the way therapists would help soldiers access their painful memories was by asking them to vividly imagine the sights and sounds of war. Virtual reality exposure therapy (VRET) takes matters a step further by actually presenting those sights and sounds.
The findings are part of a four-year study conducted by the Department of Defense National Center for Telehealth and Technology, which partnered with the Defenses Center for Psychological Health and Traumatic Brain Injury and the Department of Psychology at Madigan. VRET uses 360-degree interactive computer-generated environments, according to the Army, running a program called “Virtual Iraq.” Patients wear a head-mounted display, while the doctor orchestrates the relevant stimuli—helicopters overhead, gunfire, or even a Muslim call to prayer. A typical session lasts 90 minutes.
VRET isn’t entirely new; it had been shown to be effective in Vietnam veterans and survivors of the 9/11 attacks on the World Trade Center. Literature on the therapy extends back at least to 1999. But the recent study extends its relevance to active-duty populations.
Dr. Greg Reger, lead author of the study, also thinks that since this generation of soldiers was reared on technology, it makes sense virtual reality would appeal to them. Said Reger in a press release: “It is possible that virtual reality exposure therapy would provide a more appealing treatment option to a young, technologically savvy generation of service members and veterans. In addition, it is possible that a treatment option like virtual reality exposure would be viewed by some service members as less stigmatizing than traditional treatment approaches,” thereby accessing service members who otherwise wouldn’t seek treatment. In other words: while seeing a shrink is embarrassing for certain soldiers, a video game is pretty cool.