Foróige GoVirtual Case Study 1: Building Belonging in Virtual Worlds

Using Meta Quest headsets 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.
this was a perfect opportunity for him to learn about being social and learn social skills and practice…
Parent
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.
VR was the tool – the gateway to socialising….
Parent

