Latest / Chief in Tech Deep Dive Shortcast / Chief in Tech S1E34 - Nanea Reeves : XR for Mental Health, Emotional Wellbeing and Personal Transformation
Transcript
- 0:00I want you to just stop whatever you're doing
- 0:03for just a second, like really paying close attention
- 0:06to your posture right now. Seriously, do a quick
- 0:08inventory of your physical body. Oh yeah, that
- 0:10is always a dangerous game to play. No, think
- 0:13about your neck, think about your shoulders,
- 0:15because I mean, for the last 10 years, we have
- 0:18essentially been walking around with our heads
- 0:20down, you know, shoulders hunched forward, just
- 0:24staring into these tiny two inch glowing rectangles.
- 0:27It's terrible. We really have. We have fundamentally
- 0:30changed our physical relationship with the world
- 0:32just to look at our hands. It basically feels
- 0:36like we are all walking around wearing a self
- 0:38-imposed digital neck brace. Yeah, that's a really
- 0:42good way to put it. So the core question we are
- 0:44jumping into for today's deep dive is this. What
- 0:47actually happens when computing moves from the
- 0:50hand? back up to the head. Well, I mean that
- 0:52physical shift you're describing, the simple
- 0:54act of just looking up instead of looking down,
- 0:56is the literal foundation for a massive psychological
- 1:00shift. We are looking at a complete evolution
- 1:03in how we interact with digital spaces. moving
- 1:07away from being trapped in the tiny little screen
- 1:09to actually inhabiting an environment. And that
- 1:12is exactly our mission for this deep dive. We
- 1:14are exploring a platform called TRIPP, T -R -I
- 1:17-P -P. It's an XR or Extended Reality platform
- 1:21that sits in this really fascinating, almost
- 1:24uncharitable territory right between the realms
- 1:27of traditional meditation and like... psychedelics.
- 1:31Yeah, it's wild. It really is. And we are pulling
- 1:33our information today from a presentation given
- 1:35by TreePP's founder, Nenea, alongside the company's
- 1:39official vision statement. Our goal today is
- 1:41to unpack how virtual reality is evolving from
- 1:43a way to just escape the physical world into
- 1:46a tool to actively heal our minds. Right, because
- 1:48we step back and look at the broader landscape.
- 1:51It's not just the conversation about cool new
- 1:53hardware or the latest headset hitting the market.
- 1:56It is a paradigm shift in why we use technology
- 1:59in the first place. Because for so long, the
- 2:02prevailing tech business model has been entirely
- 2:04based on extraction. Always extract. Exactly.
- 2:07Extracting our attention, extracting our data,
- 2:09just pulling us away from our immediate surroundings.
- 2:12And TreePP represents an attempt to use those
- 2:15exact same immersive capabilities for restoration
- 2:19instead of extraction. I mean, that sounds great
- 2:23in theory, right? But before we get swept away
- 2:25by the utopian vision of it all, we need to talk
- 2:28about how this thing is actually built. Let's
- 2:29do it. Because let's be real about the VR industry
- 2:31for a second. Most people buy a headset, they
- 2:34have their mind blown by a roller coaster simulator
- 2:38for three days, and then that expensive piece
- 2:40of hardware ends up gathering dust in a closet
- 2:43somewhere. Oh, totally. The novelty wears off
- 2:45so fast. The wow factor is gone in a week. Yeah.
- 2:48But the data shows TreePP is doing something
- 2:50different. It's incredibly sticky. Yeah, the
- 2:53retention data they're pulling is highly unusual
- 2:55for the VR space. So in April and May of the
- 2:58data period from Naniya's presentation, 54 %
- 3:01of the returning monthly active users had been
- 3:03using the platform for four months or longer.
- 3:06Wait, really? Four months for a VR app? Yes.
- 3:09Exactly. That is not a nullity effect where you
- 3:12like show it to your friends at a dinner party
- 3:14and put it away. That is a deeply ingrained behavioral
- 3:17habit. People are actually integrating it into
- 3:20their daily routines. So how do you actually
- 3:22build a habit like that in virtual reality? I
- 3:24know they are currently available on Oculus and
- 3:26PlayStation VR. They're moving aggressively into
- 3:31AR augmented reality devices like Unreal glasses.
- 3:35Right, they're expanding quickly. Yeah, and they
- 3:36are also heavily integrating with mobile apps
- 3:39on iOS and Android. And the mobile app has this
- 3:42feature that I think really hints at why people
- 3:45keep coming back. It lets you upload your own
- 3:48personal images into the VR and AR experiences.
- 3:51Which is, I mean, that is a brilliant psychological
- 3:54anchor. How so? Well, think about what happens
- 3:56when you put on a standard VR headset. You're
- 3:59usually dropped into a prepackaged, totally anonymous
- 4:02digital environment. It feels synthetic, right?
- 4:04Yeah, like you're in someone else's simulation.
- 4:06Exactly. But by allowing you to upload photos
- 4:09of your dog or your family or, you know, a place
- 4:12you love, TreeFPP bridges the gap between the
- 4:16artificial world of the headset and the emotional
- 4:19reality of your actual life. You're populating
- 4:21this virtual sky with visceral reminders of what
- 4:24you personally are grateful for. Okay, but here
- 4:27is where the platform's design gets really controversial
- 4:29for me. Naniya specifically points out that TriPP
- 4:33purposefully repurposes the mechanics of digital
- 4:36advertising and video games. Yes, the compulsion
- 4:39loops. Right. We're talking about the exact algorithms
- 4:42that social media companies use to make you feel
- 4:44inadequate so that you will, like, click a targeted
- 4:46ad and buy something to fix it. TriPP is using
- 4:49those same behavioral loops to drive compassion,
- 4:52personal happiness, and well -being. They are.
- 4:55But wait, hold on, let me push back on this.
- 4:57Aren't addictive game loops and targeted digital
- 4:59ads the absolute root cause of our modern mental
- 5:02health crisis? How do you justify using the poison
- 5:05as the cure? I know, it sounds totally paradoxical,
- 5:08but the mechanisms themselves, and the actual
- 5:10reward pathways in the human brain, they're completely
- 5:13neutral. Your brain's dopamine system doesn't
- 5:16inherently care if it... was triggered by. impulsively
- 5:20buying a pair of shoes you don't need, or by
- 5:23successfully completing a really deep centering
- 5:26breathing exercise. The technology industry has
- 5:29spent decades and billions of dollars perfecting
- 5:32the science of hijacking those neural pathways
- 5:35to drive purchase intent. They figured out exactly
- 5:38how to make us click the button. They did. They
- 5:40really did. Yeah. What TriPP is doing is essentially
- 5:42staging a benevolent coup on those exact same
- 5:45neural networks. So benevolent, too. I like that.
- 5:47Yeah. So instead of giving you a notice that
- 5:49triggers anxiety, they might use a similar visual
- 5:52cue or reward mechanic inside the VR environment
- 5:55to prompt a moment of mindfulness. You catch
- 5:58a digital particle, you breathe in. The environment
- 6:00blooms with color, you breathe out. It is the
- 6:02exact same structural loop, but the payload delivered
- 6:05to your brain is calm rather than craving. So
- 6:07they're basically hacking the hack. They're replacing
- 6:10the payload. And by doing so, they're creating
- 6:13what Nannia calls network effects around concepts
- 6:16of well -being. Okay, unpack that, because usually
- 6:19in Silicon Valley, a network effect just means
- 6:21a product becomes more valuable the more people
- 6:23use it, like a social media platform. Right,
- 6:25but here the network effect is internal. The
- 6:29more you use the loops to enforce well -being,
- 6:31the stronger those positive neural pathways become
- 6:33in your brain. It is a literal proof of concept
- 6:37for conscious capital. Okay. It demonstrates
- 6:40that a company can generate immense societal
- 6:43good like improving mental health at a massive
- 6:45scale while still providing the strong financial
- 6:48returns that investors demand. It completely
- 6:51shatters the myth that impact investments are
- 6:53just, you know, charity masquerading as tech.
- 6:56That's fascinating. But I mean, a personal coping
- 6:58mechanism is great. But how does someone even
- 7:00come up with the idea to reverse engineer a dopamine
- 7:03loop for peace? It takes a very unique perspective.
- 7:06You need a very specific kind of brain to look
- 7:09at a video game addiction model and think, oh,
- 7:11I can use this for mindfulness. To understand
- 7:14the architecture of this platform, we really
- 7:16have to look at the architect. And the founder
- 7:18story is definitely not your typical Silicon
- 7:21Valley narrative of dropping out of Stanford
- 7:24to build an app in a garage. No, not at all.
- 7:26It is a deeply personal, really compounding series
- 7:30of tragedies. it perfectly contextualizes why
- 7:34the technology functions the way it does. Yeah,
- 7:36her journey starts with a teenage psychotic break.
- 7:39She ended up hospitalized at a very young age
- 7:41coming from a family that had been heavily impacted
- 7:43by substance use disorder. Right. And while she
- 7:46was in that hospital, a therapist sat down and
- 7:48taught her how to meditate. And she credits that
- 7:51single intervention, just the compassionate awareness
- 7:54of another person teaching her to focus on her
- 7:56breath with completely altering her decision
- 7:58making framework and ultimately saving her life.
- 8:01foundational experience with meditation lay dormant
- 8:03but still present for years until she faced a
- 8:06period of unimaginable grief. The timeline of
- 8:10what happened to her later in life is just brutal.
- 8:12It wasn't just one isolated event. It was a total
- 8:14cascade. Yeah, it was relentless. In June 12,
- 8:17she lost her sister Vicki to a drug overdose.
- 8:20While she was navigating that devastation, she
- 8:22also lost her grandmother. And then in the midst
- 8:24of all of that, her husband was diagnosed with
- 8:26cancer and deteriorated very, very rapidly. Let's
- 8:29just pause and consider the psychological toll
- 8:32of that. When you are watching a loved one waste
- 8:35away from a terminal illness or dealing with
- 8:38with the sudden shock of an overdose. The overriding
- 8:41human emotion is utter powerlessness. Completely.
- 8:44You are trapped in a physical reality where you
- 8:46have absolutely zero control over the outcome.
- 8:49And during this intense period of compounding
- 8:51grief, she and her late husband obviously leaned
- 8:54heavily on their decades -long meditation practice.
- 8:57But concurrently, she had this other major pillar
- 9:00in her life that seems, I don't know, completely
- 9:03incongruous. Video games. It is such an unexpected
- 9:06pairing. We tend to view meditation as this elevated
- 9:09spiritual pursuit of acceptance and video games
- 9:12as a base escapist distraction. Right, like turn
- 9:15your brain off and shoot aliens. Exactly. But
- 9:18for her, video games served a very specific vital
- 9:22psychological function during her trauma. Yeah,
- 9:25she said she loved video games precisely because
- 9:27they allowed her to control her environment.
- 9:30Yes. When she was sitting in a hospital room
- 9:32feeling completely powerless against the cancer
- 9:34destroying her husband's body, she could pick
- 9:36up a controller, step into a digital space, and
- 9:40actually feel like a hero. She had agency. If
- 9:43she pressed a button, something predictable and
- 9:45rewarding happened. Right. The exact opposite
- 9:47of what was happening in reality. Exactly. And
- 9:50that profound reliance on the medium eventually
- 9:52led her to a highly successful career in the
- 9:55male -dominated video game industry. Think about
- 9:57the contrast there. The meditation gave her the
- 10:00tools to survive her internal reality, while
- 10:03the video games gave her a temporary, controllable
- 10:06external reality where she wasn't just a victim
- 10:08of circumstance. It's like she had these two
- 10:11distinct life rafts keeping her afloat while
- 10:13she was drowning in grief. And eventually she
- 10:16realized she could lash those two rafts together
- 10:18to build a ship for everyone else. Oh, that's
- 10:20exactly what TruePP is. It is a digitized coping
- 10:23mechanism forged in the absolute crucible of
- 10:26human suffering. Exactly. When you understand
- 10:29that Naniya was an early investor in Oculus and
- 10:32that she started experimenting with VR simply
- 10:35to figure out why coming in and out of those
- 10:37virtual spaces felt so physically relieving to
- 10:40her, you see the authentic DNA of the company.
- 10:44She wasn't trying to build a toy. She was asking
- 10:46a fundamental biological question. How can we
- 10:50use this headset to stimulate a beneficial physiological
- 10:53reaction? Which brings us to the most critical
- 10:55transition in this entire discussion. Let's hear
- 10:57it. Because a compelling founder story is inspiring,
- 11:00and a personal anecdote about feeling better
- 11:02is nice. But an anecdote isn't science. No, it's
- 11:05not. If you want to claim that your technology
- 11:07can actually heal the human mind, you have to
- 11:10prove it. How do you take a personal VR habit
- 11:13and convince the medical establishment to use
- 11:15it on actual patients? You bring in the heavy
- 11:17data and they are swimming in it. They have analyzed
- 11:19over 2 million user sessions. That's a massive
- 11:22data set. It really is. But they are moving way
- 11:25beyond just asking users, you know, did you feel
- 11:27less stressed today? They are moving into objective
- 11:30biometric reality. They are planning to integrate
- 11:34wearable biosensors and eye tracking right into
- 11:37the headsets to measure physiological responses
- 11:39in real time. Wow. But the clinical trials are
- 11:43where this stops being a wellness app and starts
- 11:45becoming a medical device. Yeah, the jump from
- 11:47consumer software to clinical intervention is
- 11:50huge. Let's look at the specific studies. First,
- 11:53they were awarded a $1 million phase two grant
- 11:57from the National Institute of Drug Abuse and
- 11:59EDI. They are partnering with an organization
- 12:02called Sober Grid to specifically target substance
- 12:05use disorder, which given the loss of her sister
- 12:08to an overdose is incredibly poignant. Yeah,
- 12:10bringing it right back to her personal mission.
- 12:12Exactly. There is also a study protocol published
- 12:15by the University Hospital in Augsburg, Germany,
- 12:17available in the BMJ, actually focusing on using
- 12:20the platform to increase the quality of life
- 12:22for cancer patients. Again, addressing the exact
- 12:25traumas Naniya lived through with her husband.
- 12:27Right. But the one that absolutely stops me in
- 12:30my tracks is the study with the New York Office
- 12:32of Mental Health. Oh yeah, this one is incredible.
- 12:35They ran a pilot study, which was so incredibly
- 12:38successful that it has now been expanded into
- 12:42a full double -blind randomized control trial
- 12:44using TREPP with schizophrenic patients. Schizophrenia.
- 12:49From a VR app. I know. The primary goal is using
- 12:52the VR environment to de -escalate aggressive
- 12:55behavior. If you de -escalate that behavior successfully,
- 12:59it fundamentally reduces the need to chemically
- 13:02medicate or physically restrain those patients
- 13:04to stabilize them. Let's just break down the
- 13:06mechanism of why that works because it is fascinating.
- 13:09Think about traditional talk therapy. Okay. If
- 13:12you are sitting on a couch in a therapist's office,
- 13:15your brain is fully aware of its physical context.
- 13:17You have a lifetime of cognitive resistance built
- 13:20up. You can choose to ignore the therapist. You
- 13:22can argue with them. You can mentally block out
- 13:24the breathing exercises they are trying to teach
- 13:26you. Because your eyes are still telling your
- 13:28brain, I am in a clinical sterile room and I
- 13:30am anxious. Precisely. But when you place a patient
- 13:34inside an extended reality headset, you are entirely
- 13:37overriding their visual and auditory input. Right.
- 13:40The optic nerve is the ultimate back door to
- 13:43the brain. You bypass that cognitive resistance
- 13:46because you are directly altering their immediate
- 13:48sensory reality. So paint a picture of this.
- 13:51Imagine the schizophrenic patient in a psychiatric
- 13:53unit. The fluorescent lights are buzzing. The
- 13:56room is sterile. They are experiencing severe
- 13:58agitation, maybe, you know, auditory hallucinations.
- 14:01The environment itself is actively contributing
- 14:04to the panic. Then you put the headset on them,
- 14:07and in a fraction of a second, the fluorescent
- 14:09room is gone. Just gone. Gone. Their entire 360
- 14:13degree field of vision is replaced by a calm,
- 14:16softly lit, gently moving digital forest. The
- 14:20audio shifts to spatial soothing frequencies.
- 14:23The brain simply cannot process two completely
- 14:25different physical realities at the same time.
- 14:28The visual cortex accepts a new environment and
- 14:30it sends an immediate signal to the nervous system.
- 14:32We are in a safe, calm space. The nervous system
- 14:35basically has no choice but to down -regulate.
- 14:38You aren't just asking the patient to calm down.
- 14:40You are forcing their biology to mirror the calm
- 14:43of the digital space you've placed them in. Exactly.
- 14:46It is a level of environmental control that medicine
- 14:48has never really had access to before. And that
- 14:51is exactly why we are talking about schizophrenia,
- 14:54cancer, and severe substance abuse, rather than
- 14:56just... you know, an app for a stressed -out
- 14:58middle manager who needs to remember to stretch
- 15:00at their desk. Right. Given those intense clinical
- 15:03applications, you would naturally assume the
- 15:05user base would be strictly limited to hospitals,
- 15:07right? Or, conversely, since it is available
- 15:10on platforms like the PlayStation, you might
- 15:12assume the average consumer is your stereotypical
- 15:1519 -year -old male gamer playing Call of Duty
- 15:17between meditation sessions. Sure, that's the
- 15:19stereotype. But the actual demographics of who
- 15:22is using TreeAPP shatter every single stereotype
- 15:25we hold about virtual reality. Yeah, the demographic
- 15:28evolution of their user base is a textbook example
- 15:31of a product successfully crossing the chasm
- 15:34from niche early adopters to broad mainstream
- 15:38utility. Initially, the data shows it did start
- 15:41with that predictable gamer, male -centric, tech
- 15:44savvy crowd. But Naneya noted a massive shift
- 15:48after the January holiday sale. Really? What
- 15:50happened? Suddenly the audience skewed over 40
- 15:53% female. Oh, wow. And here is the fact that
- 15:56I cannot get over. She notes that their most
- 15:59consistent dedicated daily users are actually
- 16:02active boomers. See, that completely disrupts
- 16:04the lazy narrative that older generations are
- 16:06fundamentally opposed to adopting immersive cutting
- 16:09edge technology. We always just assume they don't
- 16:11want to use it. But the data suggests the barrier
- 16:13isn't a lack of interest at all. The barrier
- 16:15is simply intimidation. Yeah. The onboarding
- 16:18process for VR can be super clunky and isolating.
- 16:22What Tripppp found is that once that Older demographic
- 16:25gets a little bit of handholding, and once someone
- 16:26helps them get the headset on and explains the
- 16:28interface, they become the most fiercely loyal
- 16:31user base. They stick around because the emotional
- 16:33relief the platform provides is universal, regardless
- 16:36of age. And Dania ties this surprising user diversity
- 16:40directly back to an incredibly passionate argument
- 16:43about who is actually building the technology
- 16:45in the first place. This is where she starts
- 16:47talking about young girls and video games like
- 16:49Minecraft and Roblox. Right, getting them building
- 16:52early. Usually society tells kids that video
- 16:55games rot their brains. But here is a tech CEO
- 16:58arguing that handing a young girl a copy of Minecraft
- 17:01is the absolute key to her eventually running
- 17:04tomorrow's major tech companies. There's a deep
- 17:07psychological thread connecting those ideas.
- 17:09When a child, specifically a young girl, plays
- 17:12a game where she is actively building environments.
- 17:15Rather than just passively consuming a story
- 17:17someone else wrote, her self -perception changes.
- 17:20That makes a lot of sense. She begins to view
- 17:22herself as a builder and a maker. She has actual
- 17:24agency over the digital world. Exactly. And research
- 17:27shows that early self -identification as a creator
- 17:30directly correlates with young women choosing
- 17:32to enter university on computer science and engineering
- 17:35tracks. Which, she points out, is crucial because
- 17:38there is still a massive lack of women running
- 17:40technology and product design in the games industry.
- 17:43But she makes a point to note that the women
- 17:45who are there are showing up more and more, and
- 17:47surprisingly, they form incredibly tight -knit
- 17:51support networks. It's really a culture of a
- 17:53rising tide lifting all boats. Let's connect
- 17:56the dots between the creators and the consumers
- 17:58here. If your software development team is a
- 18:00monolith, say, entirely composed of 25 -year
- 18:03-old men, your final product will naturally only
- 18:06appeal to that monolith. Sure, they will build
- 18:08what they know. Right, but when you have women...
- 18:11diverse voices, and people who have navigated
- 18:13profound personal grease leading product development,
- 18:16the resulting technology looks entirely different.
- 18:18Because their life experiences demand totally
- 18:20different solutions. Exactly. And that is why
- 18:24a platform built by a woman who used games to
- 18:27survive the loss of her husband naturally appeals
- 18:29to a much broader spectrum of humanity. It appeals
- 18:33to stressed out mothers, to cancer patients in
- 18:36Germany, to active boomers in retirement. It
- 18:39addresses universal human emotional needs rather
- 18:43than just optimizing like niche gaming mechanics.
- 18:46It is the fundamental difference between building
- 18:48a virtual world where your only goal is to shoot
- 18:50zombies and building a virtual tool designed
- 18:53to help you reclaim your own mind. Perfectly
- 18:55said. It all comes full circle back to that initial
- 18:57idea we started with. Computing moving from the
- 19:00hand to the head. TreeIPT doesn't just feel like
- 19:03a neat software update. It feels like the vanguard
- 19:06of an entirely new philosophy regarding how we
- 19:08allow the digital world to intersect with our
- 19:10biology. It demands that we ask fundamentally
- 19:12better questions of the tools we create. For
- 19:15the last decade, we have been unconsciously asking,
- 19:18how can this glowing screen distract me from
- 19:20the discomfort of my life? Now we are finally
- 19:23starting to ask, how can this immersive environment
- 19:25equip me to better handle the reality of my life?
- 19:28And for those of you listening who want to explore
- 19:30this philosophy further, Nenea is incredibly
- 19:33accessible online. You can find her on Twitter
- 19:36at the handle at Nenea. And she frequently hops
- 19:39onto platforms like Quilt and Clubhouse for deeper
- 19:42real time chats. She is very open about sharing
- 19:45resources, especially if you are a parent wanting
- 19:49to figure out how to get your young girls involved
- 19:52in tech development instead of just tech consumption.
- 19:54Which speaks volumes about the mission driven
- 19:57culture. is built at the company. When you hear
- 20:00that Ed of Product joins a company like TreeIPP
- 20:02and calls it their dream job specifically because
- 20:05they want to change how people physically experience
- 20:08the world, you are analyzing a fundamentally
- 20:11different kind of tech venture. It really is
- 20:13a totally different paradigm. Well, thank you
- 20:16so much for joining us on this deep dive. We
- 20:17have covered a massive amount of ground today,
- 20:19from the realization that digital compulsion
- 20:21loops can actually be flipped for our benefit
- 20:23to the profound clinical trials happening with
- 20:26schizophrenia in cancer patients right now. It's
- 20:28been great. But before we wrap up, I want to
- 20:31leave you with one final thought to mull over.
- 20:34It builds on everything we've just unpacked about
- 20:36hacking our own neural pathways. Oh, this is
- 20:38the most fascinating implication of this entire
- 20:40technology. Think about this. If we can literally
- 20:43put on a headset, overwrite our optic nerve,
- 20:45and actively program a virtual reality to force
- 20:48our brains to become happier, calmer, and more
- 20:50compassionate. What does that say about our actual
- 20:54physical reality? Or are we all just walking
- 20:56around living inside a poorly designed, highly
- 20:58stressful game that we didn't choose to play?
- 21:01And if so, is the practice of mindfulness simply
- 21:04the process of learning the developer code so
- 21:06we can finally rewrite our own software? Take
- 21:09that digital neck brace off, look up, and think
- 21:11about that.