Research abstract
ABSTRACT
Innovative Immersive Technologies for Evidence-Based Violence Prevention among College Students
This Phase I proposal will develop and feasibility test innovative immersive technologies to prevent four CDC
categories of violence (youth violence, sexual violence, intimate partner violence, and suicide) that are prevalent
among college students. Specifically, we will develop and test virtual reality (VR) modules based on an evidence-
based primary prevention approach to violence among college-age youth. NHPA recently developed a sexual
violence prevention program as part of two previous federally funded research and development projects,
adaptations of an evidence-based substance abuse and violence prevention approach called LifeSkills Training
(LST). The LST approach, initially designed for middle school youth, builds personal self-management skills,
social skills, and other life skills needed to reduce substance abuse and violence, increase resilience, and
successfully navigate developmental tasks. The LST program has been extensively tested and found to
effectively prevent substance abuse, violence and aggression, and risky sexual behaviors in a series of
randomized controlled trials with 20 separate cohorts of students, with behavioral effects reported in over 35
peer-reviewed publications. The adaptation of LST for college sexual violence prevention was recently tested in
an RCT and reduced sexual acts without consent by nearly half (4.4% versus 7.4%) among first-year college
students, representing one of the first rigorous studies to demonstrate reductions in sexual violence. In the
proposed Phase I proposal, we will develop prototype VR modules for violence prevention that will provide
immersive learning experiences through interactive and engaging behavioral rehearsals and branched
scenarios. The VR modules will address risk and protective factors that are common to multiple forms of violence,
and allow for skills practice in areas including conflict resolution, bystander intervention, coping strategies, and
identifying healthy and unhealthy relationships and interactions. We will iteratively focus group test the prototype
materials with first-year college students and university educators to demonstrate feasibility, relevance, usability,
appeal, and proof-of-concept. We will also examine pre-post changes in key knowledge, attitudes, norms, skills,
and behavioral intention variables. If successful, we will develop a full set of standalone VR modules in a future
Phase II project that will focus on youth violence, sexual violence, intimate partner violence, and suicide among
college students, the relationships between these behaviors and alcohol/drug abuse, how to positively change
social norms, train bystanders to identify and appropriately respond to problematic situations, and build social,
self-regulation, and healthy social and interpersonal relationship skills. The ultimate VR modules hold significant
promise for wide dissemination to prevent multiple forms of violence among college-age youth at four-year
colleges, community or junior colleges, universities, graduate and professional schools, for-profit schools, and
trade, career and technical schools.NARRATIVE
Innovative Immersive Technologies for Evidence-Based Violence Prevention among College Students
This Phase I proposal will develop and feasibility test innovative and engaging virtual reality modules to prevent
four CDC categories of violence (youth violence, sexual violence, intimate partner violence, and suicide) among
college students. The proposed VR modules will be designed to provide immersive learning experiences through
interactive and engaging behavioral rehearsals and branched scenarios to address a common set of risk and
protective factors and build skills to prevent violence, based on the evidence-based Life Skills Training (LST)
prevention model. The violence prevention materials hold significant promise for wide dissemination to prevent
violence among college-age youth at four-year colleges, community or junior colleges, universities, graduate and
professional schools, for-profit schools, trade schools, and career and technical schools.
Verified by the same UEI. These are other public SBIR/STTR award pages, not a merged company record.
Verified by an exact topic code match. This is not a text-similarity match.
38 SBIR/STTR records share this UEI (1992–2024). Reported award amounts total $15,930,388. Reported amounts are not federal obligations.