Mode
Text Size
Log in / Sign up

XR-based bullying prevention interventions show mixed evidence for long-term behavioral changes in K-12 studentsVirtual reality and augmented reality tools show potential for bullying prevention

AI-generated summary of the cited source, checked by automated accuracy review. How we work

Key Takeaway
Note that high immersion in XR bullying interventions does not automatically equate to stronger prevention effects.

This scoping review synthesizes 17 articles regarding XR-based bullying prevention interventions, including virtual reality and augmented reality, for K-12 students. The review evaluates the alignment between theoretical mechanisms, XR affordances, and specific learning activities to understand how these technologies impact student behavior and attitudes.

Findings indicate that immersion is consistently associated with presence, realism, and immediate emotional responses. However, evidence for outcomes such as knowledge, empathy, attitudes, self-efficacy, and behavioral intentions remains mixed. While some studies incorporating meaningful learner interaction showed favorable evidence patterns, the evidence for long-term outcomes is sparse. Only a small subset of the reviewed studies examined real-world bullying-related behavior or outcomes beyond the immediate post-intervention period.

Practical application of these technologies requires caution. The authors note that higher immersion does not automatically equate to stronger prevention effects. To be effective, interventions must clearly define intended mechanisms and align specific XR affordances with targeted learning activities. The limited data on long-term behavioral changes suggests that current XR interventions may primarily impact immediate perceptions rather than sustained behavioral change.

Bullying is a heavy burden for students in K-12 schools. Researchers looked at how immersive technologies, like virtual reality (VR) and augmented reality (AR), can be used to create better prevention programs. These tools can create a sense of presence, making students feel like they are in a real situation where they can practice responding to bullying.

While these tools can create strong emotional responses and a sense of realism, more research is needed. The study found that while immersive experiences are powerful, they do not automatically lead to better prevention. The most effective programs seem to be those where students can interact meaningfully with the technology and where the tools are specifically designed to match the learning goals.

Currently, the evidence for long-term changes is limited. Most studies only looked at immediate reactions like empathy or attitude changes right after the session. Only a small number of studies tracked whether these programs actually changed real-world bullying behavior over time. This means while the technology is promising, it is still early in understanding how it works long-term.

What this means for you:
Immersive technology can build empathy and realism, but it must be paired with specific learning goals to be effective.

Common questions

How does virtual reality help students deal with bullying?

Virtual reality and augmented reality can create a sense of presence and realism. This allows students to experience and react to bullying scenarios in a controlled way. These immersive environments can trigger immediate emotional responses and help students practice their reactions before facing real-world situations.

Does a more immersive experience mean a better program?

Not necessarily. The research shows that higher immersion does not automatically mean a stronger prevention effect. For a program to be effective, the technology must be specifically aligned with the intended learning activities and the specific goals of the prevention program.

Do these programs change bullying behavior in the real world?

It is still unclear. While some studies showed improvements in empathy and attitudes immediately after using the technology, only a small subset of studies actually measured real-world bullying behavior or outcomes that lasted beyond the immediate post-intervention period.

Study Details

Study typeSystematic review
EvidenceLevel 1
PublishedOct 2026
View Original Abstract ↓
BackgroundExtended reality (XR) can present controlled and repeatable bullying scenarios, support perspective and role changes, and provide opportunities for response practice. However, how XR affordances have been connected to prevention mechanisms, learning activities, and outcomes remains unclear.ObjectiveThis scoping review mapped the characteristics of XR-based bullying prevention interventions for K–12 students, examined the alignment among theoretical mechanisms, XR affordances, and learning activities, and synthesized reported outcome patterns.MethodsFour databases (Web of Science, Scopus, ERIC, and PsycINFO) were searched on March 13, 2026, for peer-reviewed articles published from 2005 through 2025. Targeted supplementary searching was also conducted. Eligible articles evaluated direct prevention programs or XR applications explicitly developed to inform bullying prevention through mechanism testing, scenario validation, or feasibility evaluation. Data from 17 articles were charted and synthesized descriptively in accordance with PRISMA-ScR guidance.ResultsFifteen articles used virtual reality or virtual environments and two used augmented reality. Twelve used high-immersion configurations, but nine of these provided limited learner interactivity. The evidence base comprised nine program evaluations, five mechanism-oriented studies, and three design or feasibility studies. Immersion was most consistently associated with presence, realism, and immediate emotional responses. Favorable or conditionally favorable intervention-related evidence patterns were reported in several studies incorporating meaningful learner interaction, although these findings varied across outcomes, study designs, and evaluation conditions. Evidence for knowledge, empathy, attitudes, self-efficacy, and behavioral intentions was mixed, and only a small subset of studies examined real-world bullying-related behavior or outcomes beyond the immediate post-intervention period. Two recurring instructional patterns were identified: experience followed by reflection and action followed by feedback and revision.ConclusionsXR can make bullying situations salient, controllable, and experientially accessible, but stronger immersion should not be equated with stronger prevention effects. Future interventions should specify the intended mechanism, select XR affordances and learning activities accordingly, and evaluate outcomes at the level and timescale supported by the intervention design. Such alignment may clarify when XR provides meaningful prevention value beyond less immersive or non-digital alternatives.
Free Newsletter

Clinical research that matters. Delivered to your inbox.

Join thousands of clinicians and researchers. No spam, unsubscribe anytime.