Foróige GoVirtual Case Study 1: Building Belonging in Virtual Worlds

Using Meta Questheadsets and the platform Rec Room, young people gathered weekly in a private, welcoming virtual space. They explored, played, built, and bonded – all from the comfort and safety of their own homes. With support from VR Development Officer Tom Rickard and CDNT staff, the group developed routines and rituals: meeting in a personalised GoVirtual hub, diving into icebreakers, team games, and creative activities, and finishing each session with a virtual pizza and chat.
Parents reported remarkable transformations. For some, it was easier to socialise with their peers in VR compared to in-person groups. In VR, conversations flowed more easily. Confidence grew. Real friendships blossomed. As one parent put it: “VR was the tool – the gateway to socialising.”

