Resilience VR provides children and adolescents with immersive storyline of peer provocation via social media and in school. Youth are exposed to common bullying scenarios and taught coping skills on how to manage peer provocation. The goal of Resilience VR is to use evidence-based practices to prevent reactive aggression and violence, risk of self-harm, and increase emotional well-being. Resilience VR is the first VR youth violence prevention program currently being delivered as part of a CDC funded study.
Resilience VR was developed in partnership with a youth focus group to develop common scenarios that youth experience online and at school that often lead to fighting.
Through immersive gameplay, youth are exposed to in-person and online social media provocation. During these scenarios youth are taught nonviolent alternatives and deescalation techniques based on cognitive behavioral and dialectical behavioral strategies.
Youth are taught emotion regulation strategies using evidence-based psychoeducational programing. These include grounding exercises and distress tolerance strategies to reduce impulsive and "hot-headed" behaviors. These strategies also help youth who suffer from anxiety and depression.
Gameplay encourages youth in their mental health intervention though incentivized gamification. Building on grounding exercises and distress tolerance strategies, youth will improve their understanding of emotions and become experts in recognizing emotions, labeling emotions, understanding symptoms and scenarios that evoke certain emotions.
Resilience VR is a brief 15-minute psychoeducational intervention that provides users with evidence-based strategies for reducing risk of aggression, bullying, suicide, and self-harm.
Youth had lower levels of impulsive/reactive aggression and violence 6 weeks after Resilience VR.
Youth reported lower levels of in-person and online bullying 6 weeks after Resilience VR.
Youth used more coping skills, distress tolerance, and had improved emotional understanding 6 weeks after Resilience VR.
Youth reported lower levels of anxiety, depression, and higher levels of self-esteem 6 weeks after Resilience VR.
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