# Impact VR: An Emotion Recognition and Regulation Training Program for Youth with Conduct Disorder

> **NIH NIH R41** · ARCHE VR LLC · 2024 · $130,467

## Abstract

ABSTRACT
Conduct disorder (CD) remains one of the most common, impairing, and costliest psychiatric disorders among
youth. Youth with CD often face lifelong adjustment, mental health, legal, social, occupational, and physical
health problems. A subset of youth with CD display callous-unemotional (CU) traits (termed “limited prosocial
emotions”). Youth with CD and CU traits are more likely to engage in chronic criminal behaviors and develop
psychopathology into adulthood when compared to youth with CD only. Although both CD and CU traits are
inextricably linked to poor outcomes, there remains a scarcity of targeted interventions for CD and CU traits. One
of the most significant challenges for treatment is that youth with CD are often perceived as treatment-resistant
and treatment disrupters. This leads to poor treatment retention and further isolation from treatment
opportunities. Interventions that do exist largely focus on reducing antisocial behavior rather than disrupting the
developmental mechanisms of CD and CU traits. Arche VR, LLC, a Virginia-based small business, aims to offer
a solution to this problem by providing a culturally appropriate, cutting-edge virtual reality (VR) intervention for
CD and CU traits called Impact VR. Impact VR provides brief psychoeducational programming for emotion
regulation and emotion recognition training using immersive gameplay and storylines that are engaging and
relevant to youth. Impact VR is developed using evidence-based strategies to improve emotion regulation. At
the center of Impact VR is an individualized training program that teaches youth to effectively identify emotional
expressions in others. Impact VR uses cutting-edge technologies, including integrated eye-tracking and real-
time adaptive programming to adjust instruction based on the youths' performance. This ensures that youth
receive tailored, individualized treatment without the risk of floor and ceiling effects. Further, Impact VR provides
a resource-efficient and standardized treatment approach for systems (e.g., schools, hospitals) to help improve
access to evidence-based mental health treatment for youth with CD by targeting the mechanisms of CD and
CU traits. The overall objective of this proposal is to refine Impact VR to be an engaging and topic-relevant
intervention that youth with CD will want to participate in, and to determine the feasibility and usability of the
deployment of Impact VR across treatment settings (i.e., in the home, school, and mental health settings). Lastly,
this study includes a randomized control trial (RCT) to assess the preliminary efficacy of Impact VR for reducing
CD, CU traits, and conduct problems (CP) and improving emotion recognition and regulation. Outcomes from
this Phase I study include overall improvements in Impact VR as a deployment-ready, effective, and engaging
treatment strategy for youth with CD and CU traits.

## Key facts

- **NIH application ID:** 10833709
- **Project number:** 5R41MH133540-02
- **Recipient organization:** ARCHE VR LLC
- **Principal Investigator:** Nicholas David Thomson
- **Activity code:** R41 (R01, R21, SBIR, etc.)
- **Funding institute:** NIH
- **Fiscal year:** 2024
- **Award amount:** $130,467
- **Award type:** 5
- **Project period:** 2023-05-01 → 2024-11-01

## Primary source

NIH RePORTER: https://reporter.nih.gov/project-details/10833709

## Citation

> US National Institutes of Health, RePORTER application 10833709, Impact VR: An Emotion Recognition and Regulation Training Program for Youth with Conduct Disorder (5R41MH133540-02). Retrieved via AI Analytics 2026-05-23 from https://api.ai-analytics.org/grant/nih/10833709. Licensed CC0.

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