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A groundbreaking pilot study has highlighted the potential of virtual reality (VR) technology in preventing substance misuse and violence among college students, particularly first-year students who are more susceptible to engaging in high-risk behaviors. Health-risk behaviors, such as binge drinking, drug use, and violence, are prevalent in college populations, with nearly half of all students qualifying for at least one substance use disorder, according to the American Addiction Centers.

The pilot study, led by Kenneth W. Griffin and colleagues, explored the feasibility and effectiveness of using VR technology as part of a broader drug and violence prevention program. The findings suggest that VR not only holds promise as a preventive tool but is also engaging for students. In fact, 100% of participants agreed that the program could be successfully implemented on college campuses.

“Virtual reality for reducing adolescent risk behaviors is an emerging area of research,” says Griffin. “Our study is unique in that it examines the potential of VR technology to provide virtual role-play and skills practice opportunities, complementing an existing evidence-based drug and violence prevention approach.”

The immersive nature of VR has previously shown efficacy in treating mental health conditions such as anxiety, PTSD, and phobias. Now, Griffin and his team are testing whether VR can play a role in preventing substance misuse and violence. The study involved developing a series of VR modules that simulate social situations where students could face decisions related to drugs, violence, or ethical dilemmas.

Participants in the pilot study were placed in virtual environments where they could witness scenarios like a classmate being drugged at a party or someone cheating in a classroom setting. By choosing the best response in each situation, they practiced cognitive-behavioral skills such as assertive communication, negotiation, compromise, conflict resolution, and bystander intervention—all key skills for avoiding risky behaviors.

These VR sessions were designed to supplement online e-learning lessons based on the LifeSkills Training program, a well-established prevention curriculum. Before and after completing the program, participants took the same assessment, with results indicating improved decision-making and stronger anti-violence attitudes.

While these early findings are promising, Griffin urges caution, stressing the need for more rigorous controlled trials to fully understand the long-term effects of VR-based interventions. “While VR has the potential to be a useful tool for reducing youth health-risk behaviors, further research is necessary to determine whether VR technologies can produce lasting behavioral outcomes,” he says.

The study, titled “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.

For further information, the study can be accessed through DOI: 10.1177/14604582241290712.

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