Impact VR is a groundbreaking virtual reality program designed to help youth with conduct disorder and callous-unemotional traits. The goal of Impact VR is to utilize evidence-based practices to address core deficits associated with conduct disorder to promote prosocial behavior and emotional understanding. Impact VR is one of the first VR interventions targeting youth with CD, currently being assessed for its effectiveness in enhancing mental health and reducing behavioral issues. Impact VR research is currently funded by the National Institute of Mental Health. Preliminary research has found Impact VR to be beneficial for youth with ADHD and Autism.
Impact VR was developed in partnership with youth, parents, and teachers to create a fun and engaging learning experience. Impact VR includes four 20-minute sessions targeting core mechanisms of disruptive behaviors to promote prosocial behaviors. In addition, Impact VR tracks improvements throughout the intervention.
Youth are taught emotion recognition and regulation skills using evidence-based psychoeducational programming. This includes techniques such as identifying and labeling emotions, understanding the causes and effects of emotions, and learning effective responses. These skills are also highly relevant to youth with autism and ADHD.
Impact VR uses interactive scenarios where they practice identifying emotions, understanding social cues, and responding appropriately. By navigating these dynamic social environments, youth enhance their ability to recognize emotional expressions, develop empathy, and build prosocial behaviors. This module allows for repeated exposure to varied social situations, helping youth, particularly those with autism and ADHD, to improve social skills.
Impact VR motivates youth through fun games that reinforce emotion regulation and recognition skills. Building on prior modules, this section uses challenges and rewards to help youth practice identifying, labeling, and understanding emotions in dynamic scenarios. By engaging in fun, incentivized activities, youth improve their ability to recognize emotional cues and respond appropriately. This gamified approach enhances learning retention and encourages ongoing participation.
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