AI-Enhanced VR/AR Therapy
1. 10. 2024
Healthcare 5. 1. 2023
Stress and burnout can have severe negative impacts on individuals, including physical and mental health issues, reduced productivity and efficiency, and increased turnover rates. In the field of youth work—where individuals often work with vulnerable or challenging populations—the risk of stress and burnout can be even higher. Utilizing Virtual Reality as a prevention tool for youth workers and young leaders aims to address this issue by providing a unique, immersive learning experience. This allows individuals to directly experience and process difficult situations within a safe and controlled environment. Overall, the use of VR is expected to have a positive impact on the well-being and effectiveness of these individuals, as well as the organizations and communities they serve.
A participatory approach was employed in the creation of this output, featuring frequent consultations and ongoing feedback from target groups throughout the entire process. The lead organization, SPACE s.r.o., was responsible for managing the overall process and coordinating the expert groups from all partner organizations.
The objective of this multiplier event is to present the outcomes of a project that utilizes Virtual Reality for stress and burnout prevention among youth workers and young leaders. VR was selected for this project due to its powerful ability to simulate authentic environments and its significantly higher impact on education and emotional resonance compared to other technologies.
The project’s output consists of a suite of educational materials, including case studies and VR environments designed for use in non-formal education and other settings, such as psychological counseling centers. SPACE s.r.o. serves as the lead organization for this output, with tasks distributed among expert groups from partner organizations. A participatory approach was employed, incorporating frequent consultations and iterative feedback from target groups throughout the process.
The expected impact of the project is to enhance the knowledge and understanding of youth workers and leaders on how to prevent burnout within their professional roles, while ensuring the transferability of these results to other fields of youth work and non-formal education.
The project output is a suite of VR simulation activities focused on stress and burnout prevention. The project was developed in response to the need for an environment based on real-world scenarios and studies, where young leaders can learn to prevent stress and burnout in their roles. It also aims to provide supporting materials for youth workers who mentor and train these young leaders.
The innovative element of the project is the use of Virtual Reality, which allows participants to gain first-hand experience in processing situations they may encounter in real life. The output takes the form of case studies, which served as the blueprint for the VR environments. Following the completion of these case studies, partner organizations collaborated on the design and development of the VR simulations, tailoring them to the specific goals of our target groups. The simulations were then tested and refined based on direct user feedback.