Promoting Migrant Adolescent Resilience Through a Virtual Reality Videogame: A Randomized Trial

Purpose: This study explores the effects of a customized virtual reality (VR) role-playing videogame, “the Transfer Student,” on the psychological resilience of Chinese rural-to-urban migrant adolescents, a population significantly underrepresented in resilience intervention research. Method: Sixty-two migrant adolescents (ages 12–17) were randomized to play the videogame (intervention), where the character overcame challenges as a rural student adapting to an urban school, or watch VR-based scenic videoclips (control). Results: The intervention group showed moderate-size improvements in resilience at immediate post-test, compared with the control (Hedge's g = 0.47, SE = 0.32). Additionally, participants’ level of immersion in the virtual environment was significantly related to intervention effects. Discussion: The findings preliminarily support the feasibility and efficacy of this VR-based game as a digital resilience intervention approach for migrant adolescents. Future research should test this approach in larger, more diverse samples.

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Publication Details

Journal
Research on Social Work Practice
Published
2025-06-09
DOI
https://doi.org/10.1177/10497315251342210
Citations
1
Primary Topic
Resilience and Mental Health
Type
article
Field-Weighted Citation Impact
2.31

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article

Promoting Migrant Adolescent Resilience Through a Virtual Reality Videogame: A Randomized Trial

Shiguang Ni, Tianyu Bai, Shuang Lu
1 citations
Research on Social Work Practice
Resilience and Mental Health
2.31
article

Promoting Migrant Adolescent Resilience Through a Virtual Reality Videogame: A Randomized Trial

Shiguang Ni, Tianyu Bai, Shuang Lu
article en
1 citations

Abstract

Purpose: This study explores the effects of a customized virtual reality (VR) role-playing videogame, “the Transfer Student,” on the psychological resilience of Chinese rural-to-urban migrant adolescents, a population significantly underrepresented in resilience intervention research. Method: Sixty-two migrant adolescents (ages 12–17) were randomized to play the videogame (intervention), where the character overcame challenges as a rural student adapting to an urban school, or watch VR-based scenic videoclips (control). Results: The intervention group showed moderate-size improvements in resilience at immediate post-test, compared with the control (Hedge's g = 0.47, SE = 0.32). Additionally, participants’ level of immersion in the virtual environment was significantly related to intervention effects. Discussion: The findings preliminarily support the feasibility and efficacy of this VR-based game as a digital resilience intervention approach for migrant adolescents. Future research should test this approach in larger, more diverse samples.

Research on Social Work Practice
University of Central Florida (US), University Town of Shenzhen (CN), Tsinghua University (CN)
National Social Science Fund of China
Openalex Percentile: Top 14%
Resilience and Mental Health
2.31
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Promoting Migrant Adolescent Resilience Through a Virtual Reality Videogame: A Randomized Trial — Shiguang Ni, Tianyu Bai, et al. · Research on Social Work Practice (2025) | TGRS Research Map | TGRS