From Virtual Worlds to Predictive Healthcare: Exploring Christopher R. Harz's Work

What can digital technology contribute to the way we understand health, and how can storytelling help us examine its possibilities without confusing speculation with evidence?
Dr. Christopher R. Harz’s work offers two points of entry into that question. One is a TEDx presentation about predictive healthcare. The other is a book chapter about creating videogames for psychotherapy. They address different subjects and should not be treated as evidence for one another. Read together, however, they invite an editorial discussion about virtual models, interactive media, human participation, and the impact of technology on traumatic experiences.
A TEDx presentation about predictive healthcare
Harz’s talk was given at TEDxSoards Road, an independent TEDx event run by local volunteers. The published title is “Advances in predictive healthcare.” The video description refers to the talk as “Predicting Heart Attacks.” Naming both titles helps distinguish the official publication title from the wording used in the description.
Singularity Watch, Season 1, Episode 8 — "Media Psychology with Dr. Josh Cohen."
The talk discusses the possibility of anticipating cardiac events through several areas of technology and observation, including physical signs, bio-detection, wearable technology, and personalized artificial-intelligence models sometimes called digital twins. In broad terms, a digital twin is a computational representation of an individual or system that can be updated with new information. Harz presents this kind of model as a way of thinking about changing physiological conditions.
That description should not be mistaken for a clinical recommendation or an established medical conclusion. TED’s notice on the video states that the technologies discussed remain experimental and are not intended to substitute for medical or diagnostic advice. The notice also says that the talk represents the speaker’s personal views and understanding of dreams, artificial intelligence, and wearable technology; that several claims lack scientific support; and that TED flagged the talk because it falls outside the content guidelines TED gives TEDx organizers.
These qualifications are not incidental. They establish how the presentation should be read: as a speaker’s account of emerging and speculative ideas, not as a validated guide to diagnosis, treatment, or personal health decisions.
What the videogame chapter makes available for discussion

Christopher R. Harz also wrote “Creating Videogames for Psychotherapy,” chapter 4 of Film/Video-Based Therapy and Trauma: Research and Practice, edited by Dr. Joshua L. Cohen and published by Routledge.
The chapter’s full text is paywalled and was not accessible for this article. The discussion here is therefore limited to the publicly available abstract.
The abstract describes videogame types relevant to therapy, especially in relation to trauma such as PTSD, and to performance improvement. It also describes methods for involving end users, identified in the abstract as patients, in game development. The abstract states that extensive evidence shows personal involvement during both game development and gameplay results in deeper immersion and more beneficial results than passive use of existing games or many noninteractive media.
The abstract further describes a promising area involving wearable sensors. These sensors monitor player physiological data and provide biofeedback through mobile devices in pursuit of therapeutic targets.
Those are the documented claims available from the abstract. The abstract does not provide enough information for this article to describe particular games, study designs, participant populations, treatment protocols, or clinical outcomes in detail. Nor does it allow us to attribute specific examples to Harz beyond what the abstract states.
Explore “Creating Videogames for Psychotherapy” at Taylor & Francis.
The editorial connection: models, worlds, and interfaces

A connection between the TEDx talk and the chapter can be drawn at the level of representation. This is my editorial connection, not a claim made by Harz in either source.
Predictive healthcare asks how a person’s condition might be represented through data, sensors, and a model. Videogame design asks how a person, character, environment, or set of choices might be represented through an interactive system. In both cases, technology creates an interface through which possibilities become visible, interpretable, or actionable.
That similarity is conceptual rather than clinical. A digital twin and a videogame are not the same kind of object. Predicting a physiological event and designing an interactive experience are not the same kind of activity. The TEDx presentation does not demonstrate the effectiveness of videogame-based psychotherapy, and the chapter abstract does not validate the medical proposals in the talk.
The connection is still useful because it directs attention to the questions that come before any conclusion:
- What is being modeled?
- Which information is included, and which is left out?
- Who participates in designing the model or environment?
- How does the interface shape what a person can notice or imagine?
- What safeguards are needed when personal data, embodiment, or traumatic experience are involved?
These are questions about technology and meaning. They are not substitutes for clinical evidence, informed consent, professional judgment, or appropriate care.
The impact of technology on traumatic experiences
The impact of technology on traumatic experiences cannot be reduced to whether a tool is immersive, interactive, predictive, or personalized. The relevant issue is how a system enters a person’s life and how its design affects representation, attention, agency, privacy, and interpretation.
The chapter abstract places particular emphasis on participation: patients may be involved in the development of a game as well as in gameplay. That emphasis raises an important distinction between receiving a finished media product and contributing to the construction of an environment. The abstract presents participation as associated with deeper immersion and more beneficial results. This article reports that position without extending it into a general promise about every interactive experience.
Similarly, wearable biofeedback introduces a question about the relationship between bodily data and creative or therapeutic environments. What does a system display? How is that information interpreted? Who determines the target? What happens when the data are incomplete, misleading, or experienced as intrusive?
These questions are especially important when technology is used in contexts involving trauma. A person’s experience cannot be fully represented by a model, a character, a biometric signal, or a branching narrative. Representation can help organize inquiry, but it can also narrow what is visible. The medium itself is not the therapist.
For work involving film, video, or digital storytelling, the same boundary matters. We can make filmmaking more therapeutic without turning filmmaking into therapy. The creative process may invite reflection, collaboration, and new questions, but those possibilities do not by themselves establish a clinical intervention.

A careful way to read the two sources
Harz’s TEDx presentation and chapter occupy different evidentiary positions. The presentation is a public talk containing experimental and speculative ideas, accompanied by an explicit TED notice about unsupported claims and the limits of the technologies discussed. The chapter is represented here through its accessible abstract, which outlines areas of videogame development, patient participation, immersion, and wearable biofeedback without making the full chapter available for review.
Reading them together does not produce a unified theory. It produces a set of questions about how people model bodies, construct worlds, design interfaces, and communicate possibilities through technology.
That is also where Dr. Cohen’s editorial interest in FILM/VIDEO-BASED THERAPY™ becomes relevant, not as a claim that filmmaking, videogames, artificial intelligence, or virtual reality automatically constitute therapy, but as an invitation to examine the relationships among media creation, human experience, professional context, consent, and evidence.
For readers interested in the broader relationship among media, research, and storytelling, Dr. Cohen’s academic publishing and research storytelling resources provide additional context. Questions about this article or its source boundaries can be submitted through the Your Digital Storytelling Project contact page.
Your story matters, too, but no technology can decide in advance what that story means, what evidence supports an interpretation, or what kind of care a person may need.
Dr. Cohen's current coaching, consulting, and educational services are nonclinical and do not constitute psychotherapy, psychological treatment, or a substitute for care from a licensed mental-health professional.