XR Association endorses legislation to extend Medicare coverage in the US to XR-based treatments

In General XR News

May 17, 2022 – The XR Association (XRA), an organization that promotes the dynamic growth of the XR industry which includes virtual reality, augmented reality, mixed-reality, and future immersive technology, has announced that it has endorsed Access to Prescription Digital Therapeutics Act of 2022 (H.R.7051/S.3791).

The Act would extend Medicare coverage in the US to prescription digital therapeutics, which would include solutions such as VR therapy solutions. The Act is sponsored by Reps. Mike Thompson (CA-05) and David McKinley (WV-01) and Sens. Jeanne Shaheen (D-NH) and Shelly Moore Capito (R-WV).

The XRA stated that although still emerging, XR technologies are already helping to enhance the delivery of healthcare and improve patient outcomes. XR technologies have shown immense potential in behavioral medicine supporting patients with post-traumatic stress, autism, attention deficit hyperactivity disorder, substance abuse, and depression. 

If the Access to Prescription Digital Therapeutics Act of 2022 is enacted, the legislation would expand patient access to cutting-edge XR-based treatments.

“XRA’s member companies are working to leverage cutting edge digital technologies to improve patient outcomes,” said Liz Hyman, CEO of XRA. “We’re proud to advocate for policies that anticipate and mitigate challenges in the responsible development and deployment of XR technology.”

To discover more on how augmented, virtual and mixed realities are being used throughout the healthcare industry, you can view the Auganix catalog of healthcare-related articles that highlight just how important XR technology has proven to be to the medical field in recent years here.

For more information on The XR Association and its work promoting the growth of the XR industry, please visit the organization’s website.

Image / video credit: The XR Association

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.