Our solution:

A virtual reality platform for mental health that allows anyone, anywhere, to self-administer evidence based psychological therapies. Our platform is composed of different scientifically evaluated interventions ranging from distracting, relaxing, cheerful or distressing (exposure therapy) all while teaching users how to think, feel, and behave more constructively.

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Our pitch:

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The problem:

Mental health problems are growing and hundreds of millions struggle with untreated mental illnesses. More than two-thirds of adult sufferers never receive treatment due a complete failure of recognising and putting resources into solving the problem. Although existing solutions (e.g. CBT counseling) work as effective treatment, they are expensive, inaccessible and inherently not scalable due to the lack of mental health professionals globally.

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Why our solution will solve the problem:

In order to help the hundreds of millions that need help, mental health treatments need to be automatic and self administered.

Virtual reality technology grants mental health providers power to simulate any environment or situation enabling a new era of evidence based psychological therapies.

VR will become part of peoples daily life, and in the future receiving treatment will be a matter of downloading a self help application.

Mimerse has the right combination of skills: world class game developers, world class clinical psychology research and knowledge and experience in building automated VR treatments.

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Our solution's stage of development:

Research

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Target Outcomes

Our target outcomes:

As our solution is automated, it will be an important factor of solving the inherent scalability problem with psychological treatments today - i.e. the Mental Health Treatment Gap.

Before mainstream adoption of VR, a large userbase will be clinicians offering our treatments to their patients and clients. 

After mainstream adoption of VR people will download Mimerse as an app, same place as where they get other VR content, and upon opening the application users will select from one or several things/symptoms they want to work on.

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How we will measure our progress:

  • Outcome: Clinical trial results
    Measurement Plan: Published papers
  • Outcome: 100.000 downloads of first demo
    Measurement Plan: Track downloads in the app store
  • Outcome: B2B revenue
    Measurement Plan: Financial model
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The populations we will benefit initially:

  • Adult
  • High-income economies
  • Upper middle income economies (between $3976 and $12275 GNI)
  • Non-binary
  • Urban
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The regions we will benefit initially:

  • East Asia and Pacific
  • Europe and Central Asia
  • US and Canada
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The countries we will benefit initially:

  • Canada
  • China
  • Sweden
  • United Kingdom
  • United States
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Technology

The technologies we employ:

  • Consumer-facing software (mobile applications, cloud services)
  • Digital systems (machine learning, control systems, big data)
  • Something so new it doesn’t have a name
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Why our solution is unique:

We are committed and focused on self administered, evidence-based direct to consumer VR treatments. We are unique in that we have the worlds first randomized controlled trial of such an application. Going forward we will be unique by not have different apps but collecting all treatments in one platform, one app.

We have unique clinical partnerships with Sweden's largest hospitals, best universities and specialist clinics as well as collaborations hardware manufacturers.

We will stand out in that we have design and production standards on par with modern games.

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Why our solution is human-centered:

Development of our treatments involve the relevant patient groups and mental health professionals from day one. First we test with prototypes to measure reactions and feedback and to generate ideas and insights of how they themselves would like to use the technology. Then we use a larger sample of the same patient group for the clinical trials and end up with a product that is used directly at ease and benefit from that group of individuals. 

Scientifically evaluating what effect our technology has on the user is a core value for us at Mimerse.


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How people will access our solution:

Mimerse will be deployed as a download in VR-app stores and mediated through companies like Facebook, Google and Samsung.

As time progresses and VR penetration deepens, adoption is likely to follow that of the smartphone in terms of demographics.

Until VR/AR is commonplace people will be able to access our solutions through clinicians and other stakeholders in mental health who supply the VR headset to the user.

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Technology-Readiness Level:

4-5 (Prototyping)
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Our website

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Our app

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Business Plan

Our organization:

For-Profit

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Where we are located:

Sweden
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How we will sustain our team financially:

Venture capital, soft funding and income from app sales and publishing deals.

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The factors limiting our success:

- Lack of funding

- Small (but rapidly growing) VR userbase

- Clinical data publication time lag

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How long we have been working on our solution:

3 years
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How long it will take to develop a pilot:

6-12 months
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How long it will take to scale beyond our pilot:

3-6 months
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Our expected annual budget:

$800000

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How much of our budget we've secured to date:

$50000

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Our annual report

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Our promotional video:

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Our promotional materials:

https://www.youtube.com/playlist?list=PLuwuLksA9Vj_OArdbSrTFykKuijtaF522

https://www.ncbi.nlm.nih.gov/pubmed/28270059

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Partnership Needs

We're looking for partners in these fields:

  • Behavioral / Mental Health
  • General Wellness
  • Digital Health
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Why we're applying to Solve:

Network

Clinical collaborators

Commercial collaborators

Stamp of approval


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Our current partners:

Samsung

Cerner

Karolinska Institutet

Stockholm University

Sahlgrenska University Hospital

Stockholm South General Hospital

Apotek Hjärtat (Swedish chain of pharmacies)

Stockholm center for eating disorders (SCÄ)

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Solution Team

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