09/10/2025 | Press release | Distributed by Public on 09/10/2025 09:10
By Madeline Reinsel
Nicholas Thomson, Ph.D., a forensic research psychologist in Virginia Commonwealth University's School of Medicine and the director of research for the Injury and Violence Prevention Program, has received a $3 million grant from the National Institutes of Health to lead the nation's largest federally funded study on how virtual reality can prevent violence among high-risk youth.
Rates of violence among youth have surged since the COVID-19 pandemic, with homicide now the leading cause of death among Black males ages 10-19. Survivors of violent injury face steep risks: Once discharged from the hospital, they are 88 times more likely to be involved in violence again, and 40% will be violently reinjured within five years. Firearm-related violence also carries a massive financial toll, costing the U.S. tens of billions of dollars annually in medical and justice system expenses.
If successful, the study could establish a cost-effective model for reducing firearm violence and saving lives nationwide.
Early intervention during hospitalization is critical but can be challenging to deliver and get youth buy-in. Thomson's new work will evaluate the efficacy of Elevate VR, a program based on his research and developed through his company, Arche XR, which has built a suite of virtual reality programs addressing youth mental health and social-emotional learning. Early development of Elevate VR was supported by VCU TechTransfer and Ventures, which helps bring university innovations to market.
"This is not just about developing new technologies - it's about changing outcomes for young people. By supporting innovators like Dr. Thomson, we're helping ensure that university research makes a tangible difference in people's lives," said Brent Fagg, assistant director for innovation at TechTransfer and Ventures.
Elevate VR immerses youth in culturally relevant and engaging resiliency training using evidence-based strategies. Scenarios address real-life challenges such as peer conflict in schools, cyberbullying and firearm safety. Participants learn de-escalation, emotional regulation, trauma-coping and gun safety awareness, and the program adapts to each skill level using biofeedback for real-time stress regulation practice.
"Elevate VR is brief, affordable and easy to deploy in hospitals, schools and justice settings," Thomson said. "It was built with input from youth with lived experiences to ensure it is meaningful and relevant."
The randomized controlled trial will include 360 youth ages 10-17 and their caregivers. All participants will have been recent victims of violence. They will complete the VR program before hospital discharge and be followed by the research team for six months.
While the initial trial will focus on hospital delivery, Elevate VR was designed to scale to schools, justice systems and community programs. The study will also assess the program's cost-effectiveness, with the potential to reduce billions in health and justice system costs if widely adopted.
Through Arche XR, Thomson has developed VR programs for suicide prevention, substance use, conduct disorder and even psychological first aid after mass disasters. He sees VR as a way to reach young people who are often difficult to engage in traditional mental health programs.
"Our vision is to transform how the nation addresses violence prevention and youth mental health," Thomson said. "By bringing evidence-based programs into the 21st century with virtual reality, we can make them scalable, engaging and accessible to every school, hospital and community that needs them, breaking cycles of violence where traditional approaches have struggled."
Subscribe to VCU News at newsletter.vcu.edu and receive a selection of stories, videos, photos, news clips and event listings in your inbox.