Screenshots from the “Good Party Gone Bad” VR module. Credit: Health Informatics Journal (2024). DOI: 10.1177/14604582241290712
Health-risk behaviors such as binge drinking, drug use, and violence are common among college students. These issues are especially prevalent among first-year students living away from their families for the first time. According to the American Addiction Centers, nearly half of all college students would qualify for at least one substance use disorder.
A pilot and feasibility study by Kenneth W. Griffin and colleagues found that using VR technology to prevent substance misuse and violence is both feasible and engaging;100% of participants agreed that the program could be implemented on college campuses.
“VR for reducing adolescent risk behaviors is an emerging area of research, focusing mostly on developing VR modules that are appealing and feasible,” Griffin explains. “This study is novel in that it examines the viability of VR technology to provide virtual role-play and skills practice opportunities to supplement an existing evidence-based drug and violence prevention approach.”
VR has been shown to help treat mental health conditions like anxiety, phobias, and PTSD. Griffin and colleagues are testing whether this technology can effectively prevent substance misuse and violence.
In the pilot study, researchers developed a series of VR modules that put users in different virtual social situations. For example, participants might witness someone being drugged at a party or see a classmate cheating. In choosing the best response for each situation, they practice cognitive-behavioral skills for preventing risk behaviors with their virtual peers.
These skills may include assertive communication, negotiation, compromise, conflict resolution, or bystander intervention strategies. The VR sessions supplemented online e-learning modules lessons based on the LifeSkills Training program.
Before and after the training, participants took the same assessment. Results showed improved decision-making and stronger anti-violence attitudes.
Griffin emphasizes the need for more research. “While VR may be a useful tool for reducing youth health risk behaviors, more rigorous controlled trials are needed to determine whether VR technologies can produce behavioral outcomes and the duration of these effects.”
The paper, “Using virtual reality technology to prevent substance misuse and violence among university students: A pilot and feasibility study,” was published in the Health Informatics Journal in October 2024.
More information:
Kenneth W Griffin et al, Using virtual reality technology to prevent substance misuse and violence among university students: A pilot and feasibility study, Health Informatics Journal (2024). DOI: 10.1177/14604582241290712
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Virtual reality pilot program shows promise for preventing substance misuse and violence (2025, January 14)
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