Skip to content

Extended Reality

Extended reality in healthcare: where it earns its cost

Immersive training works in a narrower set of cases than the marketing suggests. Those cases are worth taking seriously.

RMWY Technologies6 min read

Healthcare has been an enthusiastic buyer of virtual reality for a decade, with mixed results. The projects that succeeded share a property the failures did not: the thing being trained was genuinely spatial and genuinely difficult to practise any other way.

Three conditions worth testing against

  • Practice is dangerous or impossible. Anything performed on a patient qualifies; anything performed on a form does not.
  • The skill is spatial or procedural. Sequence, orientation and hand position are hard to convey in video and easy to convey in simulation.
  • Repetition matters. If competence comes from doing something forty times, a headset is cheaper than forty supervised attempts.

If a use case fails all three, a well-made web module will beat a VR module on cost, accessibility and the likelihood that anyone completes it.

The content problem is the real problem

The headset is the cheapest part of the programme. The expensive part is authoring clinically accurate scenarios and keeping them current as guidance changes. Any immersive training programme that cannot be updated by clinical educators without engineering support will be out of date within two years.

That constraint should drive the architecture from the beginning. Build the authoring pipeline before the second module, not after the tenth.

Measure competence, not completion

Time spent in a headset is not an outcome. The systems that justify renewal are the ones recording competency per procedure and feeding it somewhere a supervisor already looks — which usually means integration work nobody scoped at the start.

Keep reading

More insights

Start with a conversation

Tell us what you are trying to build and what is in the way. We will tell you whether we are the right people for it.