Advancing Suicide Prevention Through Immersive Technology
Shenghao Chen
1 a
, Yi (Joy) Li
2 b
, Chao Mei
3 c
and Thomas Joiner
1
1
Department of Psychology, Florida State University, Tallahassee, U.S.A.
2
Department of Software Engineering and Game Development, Kennesaw State University, Marietta, U.S.A.
3
TCL Rayneo XR, Shenzhen 518000, China
Keywords:
Human-Computer Interaction (HCI), Virtual Reality (VR), Suicide Prevention, Simulation, Behavior
Management.
Abstract:
This study presents a novel translational method for suicide prevention research, employing customizable
virtual reality (VR) simulations that mimic real-life situations. We aim to validate the usability of these VR
scenarios as approximations of actual suicide and to rigorously assess their safety. By increasing the variety
of simulated suicide methods and variables, this study enables researchers to effectively isolate the causes of
suicide and thus provide key insights for suicide prevention.
1 INTRODUCTION
Each year, there are more than 700,000 people around
the world who die from suicide (WHO, 2021), leav-
ing devastating impacts on their families, friends, and
communities long after. Suicide remains a major pub-
lic health concern across different regions, with vary-
ing trends and risk factors influenced by cultural, eco-
nomic, and social contexts. Despite major institu-
tional and scientific efforts to reduce suicide rates,
such as those outlined by Fox et al.(2020), the preva-
lence of suicidal thoughts and behaviors remains con-
cerningly high in certain populations, including the
United States (CDC, 2024a; Curtin et al., 2021).
An experimental method to investigate the direct
cause of suicide is required to develop effective treat-
ments targeting the specific cause. We know little
about direct suicide cause since we cannot use sui-
cide as an experimental outcome variable in real life,
where manipulation may make its occurrence more
likely. Suicide scenarios in VR allow us to investi-
gate the causes of suicide by conducting experiments
that manipulate purported causes of suicide and detect
their effects on VR suicide rates. Previous research
has validated shooting and jumping scenarios from
existing VR games as safe approximations of real-
life suicide (Franklin et al., 2019; Huang et al., 2021).
a
https://orcid.org/0000-0002-5835-1634
b
https://orcid.org/0000-0002-4209-3722
c
https://orcid.org/0000-0003-3127-4322
However, these scenarios were limited in the variety
of suicide methods, lack of consistency, and restricted
interactions. This limitation arises because these VR
suicide scenarios were derived from separate, unre-
lated commercial games, each designed with different
mechanics, environments, and objectives that were
not originally intended for suicide research. As a re-
sult, their implementation varies across studies, mak-
ing it difficult to systematically compare findings or
establish a standardized research framework. In the
current study, we designed a VR Suicide Scenarios
project with a novel VR platform with various build-
able suicide methods, allowing researchers to over-
come previous limitations, test new hypotheses about
specific causal factors of suicide, and design and de-
liver targeting interventions. This study focused on
the following objectives: 1) Measure the validity of
the VR suicide scenarios by comparing the new sce-
narios with actual suicide and previously validated
VR scenarios; 2) Evaluate the safety of the proposed
VR suicide scenarios.
2 LITERATURE REVIEW
Suicide research has historically struggled to iden-
tify strong predictive risk factors, with most identi-
fied factors offering weak predictions for suicidal be-
haviors (Franklin et al., 2019). Many identified risk
factors for suicide, such as prior psychiatric hospi-
talization, are correlated with suicide but do not di-
882
Chen, S., Li, Y., Mei, C. and Joiner, T.
Advancing Suicide Prevention Through Immersive Technology.
DOI: 10.5220/0013500300003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 882-889
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
rectly cause it. As a result, interventions targeting
these factors have shown limited efficacy (Fox et al.,
2020). This highlights the need for a shift toward
identifying causal factors with large effects, using ex-
perimental methodologies involving random assign-
ment and controlled manipulation. One such factor is
perceived entrapment — the feeling of being trapped
in an unbearable situation with no escape (O’Connor
and Kirtley, 2018). Unlike correlational risk factors,
causal factors like this can directly influences suicidal
behavior and can be experimentally tested. Empiri-
cal work supports its causal role: perceived entrap-
ment predicts the first onset of suicidal thoughts in
medical students (Wang et al., 2023) and exacerbates
suicide risk in psychiatric populations (Taylor et al.,
2010). Interventions targeting this mechanism, such
as cognitive strategies to reduce entrapment percep-
tions, have demonstrated success in lowering suicidal
ideation (O’Connor and Kirtley, 2018).
VR offers a safe, ethical, and controlled method to
manipulate such factors, enabling researchers to ex-
plore suicide mechanisms beyond the limitations of
observational studies. Franklin et al. (2019) devel-
oped a VR suicide approximation featuring scenar-
ios like jumping from Richie’s Plank Experience and
shooting in Arizona Sunshine. Their findings indi-
cate that these VR suicide scenarios are realistic and
that factors such as gender, suicidal desire, and prior
suicidality, which predict real-world suicide, also in-
fluence VR suicide rates. This effectively validates
VR as a useful tool for suicide research. Regarding
safety, Huang et al. (2021) conducted two longitudi-
nal studies (one-month and two-year follow-ups) to
assess the psychological safety of VR suicide scenar-
ios. They measured suicidality, capability for sui-
cide, and agitation post-exposure, finding no signif-
icant increases in distress or suicidal ideation. In
some cases, suicide-related constructs showed small
to moderate reductions, supporting the safety of VR-
based suicide research. These findings align with
utilitarian ethics, which prioritize maximizing bene-
fits while minimizing harm. The study suggests that
the potential research and intervention benefits of VR
suicide scenarios outweigh minimal risks when ethi-
cal safeguards—such as participant screening, careful
scenario design, and post-experiment debriefing—are
implemented.
While VR suicide scenarios do not replicate real-
life suicide, they provide valuable insights into the
causes of suicide and are crucial in directing future
strategies in suicide prevention. Research studies in-
volving commercial games as VR suicide scenarios
have shown that the anticipation of avoiding future
psychological and physical pain significantly influ-
ences VR suicide decision rates (Huang et al., 2020;
Park et al., 2023). These results emphasize the impor-
tance of anticipated consequences over experienced
antecedents like stress, rejection, and physical pain in
determining suicidal behavior. Furthermore, Ribeiro
et al. (Ribeiro et al., 2021) showed that raising doubts
about the desirable outcomes of suicide can effec-
tively reduce VR suicide rates and alter perceptions
regarding the lethality of suicide methods. These cru-
cial findings further confirm the indispensable role of
VR suicide scenarios; without them, exploring and
experimentally manipulating suicide risk factors in
real-life settings could be dangerous and unethical.
3 OUR CONTRIBUTION
Our VR experience is designed for healthcare pro-
fessionals to study suicide-related decision-making in
the general population. While participants in the VR
scenarios come from the non-clinical population, the
goal is to analyze their behaviors in a controlled en-
vironment, providing insights for suicide prevention
and clinical interventions
Although previous studies using VR suicide sce-
narios have provided valuable insights, they also
present significant limitations, which our project aims
to address. First, the two existing scenarios in Richie’s
Plank Experience and Arizona Sunshine, though real-
istic, offer limited variety and fail to adequately rep-
resent the most common methods of suicide in the
United States. For instance, jumping is not a com-
mon method of suicide in the United States. In con-
trast, commonly used methods such as suffocation
and poisoning, as noted by the Centers for Disease
Control and Prevention (CDC, 2024b), were not in-
cluded. Second, both jumping and shooting are highly
lethal methods, offering minimal chances for individ-
uals to reconsider their actions. In reality, many in-
dividuals attempting suicide might opt for less lethal
methods, and many may not complete the act. These
discrepancies highlight the necessity for a wider range
of VR suicide scenarios that more accurately mirror
the methods commonly used in suicide attempts. Our
study responds to this gap by introducing ve VR sui-
cide scenarios— gun shooting, jumping, overdosing,
hanging, and cutting — aligning with the most preva-
lent methods of both suicide death and nonfatal self-
harm according to the U.S. Centers for Disease Con-
trol and Prevention (CDC, 2022).
Furthermore, the existing VR scenarios were pri-
marily designed for entertainment purposes and might
not align with the nuanced requirements of psycho-
logical and behavioral research. These scenarios may
Advancing Suicide Prevention Through Immersive Technology
883
lack the complexity and specificity needed for a thor-
ough exploration of intricate suicide-related phenom-
ena. Our project goes beyond these enhancements
by developing tailored VR suicide scenarios, created
specifically for research purposes. These scenarios
will include a private set of environments and situa-
tions, representative of the various contexts in which
suicidal thoughts and behaviors occur. In the develop-
ment of these scenarios, we are collaborating closely
with mental health professionals. This partnership en-
sures that the scenarios accurately represent the psy-
chological and behavioral aspects of suicide, while
also providing researchers with essential, controllable
variables for their studies. This approach is intended
to enhance the generalizability of research findings
using these scenarios across diverse populations.
4 METHODS
From the literature review and our previous investi-
gation results using existing gaming scenes, we fol-
lowed several key points in designing the current
project. First of all, the VR application prioritized
realism and immersion to closely approximate real-
life situations involving suicide. Unlike some other
VR games that use simple polygons to achieve en-
gagement purposes, the suicide scenarios have to be
as realistic as possible so that the proposed system
can trigger the embodied feelings of the users. Fur-
thermore, we implemented controlled behavior sce-
narios tailored to each potential method of suicide,
such as the available options between shooting one-
self and shooting other objects. Additionally, the sys-
tem offers the flexibility to show or hide tools com-
monly associated with suicide, for example, by al-
lowing a gun to be hidden in a drawer or disabling
it through user choices. This level of detail not only
enhances the realism of the simulation but also allows
for a more comprehensive understanding and analysis
of these critical situations.
4.1 VR Scenario Design
This application is developed as a fully immersive
VR experience, utilizing narrative and interactive el-
ements, unlike conventional VR 360 videos or simu-
lated intervention sessions. The Unity game engine
was used for the development of the VR scenarios.
The primary platform targeted for this application is
Oculus Quest 2 or 3. It features a scenario-based nar-
rative, presented from a first-person perspective, and
integrates comprehensive user interactions including
head and hand movements, as well as body tracking,
to ensure a realistic simulation. Users can navigate
the virtual environment – an apartment setting using
VR control inputs, allowing them to teleport, walk, in-
teract with various objects, and perform specific ges-
tures. Additionally, they can engage with objects in
multiple ways, such as picking them up or jumping.
The application includes a voiceover feature that sug-
gests acts of self-harm; however, users retain auton-
omy over their actions and can choose to ignore these
suggestions. There are two distinct modes within
the game: a ‘free exploration’ mode intended for
experimental sessions in a laboratory setting, where
a research assistant provides live directions without
in-game voice guidance, and ‘guided scenes’ mode,
where the in-game voice offers navigational cues and
instructions. All scenarios in the application were in-
tended to provide valuable insights into human be-
havior and decision-making under extreme virtual cir-
cumstances, while maintaining a controlled and safe
environment for the player. Researchers outside of the
virtual environment initiate the sequence and choose
different scenes according to the experimental plan,
playing a crucial role in guiding and monitoring the
experience.
4.1.1 Level Design
The main hub is an apartment in a high-rise build-
ing. It has a living room, an open kitchen, a bed-
room, a bathroom, and a balcony linked to the liv-
ing room, all fully furnished and filled with furniture.
The balcony offers a view of other apartment build-
ings and the street below. The user is the main char-
acter in the game, who resides in the apartment. The
voice is a non-player character who provides guid-
ance and instructions to the player throughout the
game. A flowchart of the scenarios is shown in Fig-
ure 1, screenshots of essential scenarios are shown in
Figure 2 and the following paragraphs describe them
in detail.
Tutorial (Main Hub) - Figure 2a. The player is
introduced to the game mechanics in an immersive
and instructive manner. Upon spawn, the player
finds themselves in the living room (which serves
as the main hub) of their virtual apartment, where
they are immediately greeted by a voiceover. This
voiceover explains the basic controls and mechanics
of the game, effectively orienting the player to the VR
environment. It provides detailed instructions on how
to move the player character, interact with various ob-
jects within the environment, and access the different
features available in the game. Such hands-on expe-
rience in the tutorial phase is designed to enhance
the player’s comfort and dexterity with the game’s
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Figure 1: Flowchart of the scenarios.
(a) Main hub.
(b) Shooting scene.
(c) Jumping scene.
(d) Overdosing scene.
(e) Hanging scene.
(f) Cutting scene.
Figure 2: Screenshots of the scenarios.
interactive elements, setting a solid foundation for
their subsequent VR experience. All scenarios have
a timer; if the user chooses not to do self-harm, they
will be sent back to the main hub scene after a certain
amount of time.
Shooting - Figure 2b. The player receives instruc-
tion, which instructs them to go to the bedroom and
retrieve a handgun. This is followed by instructions
to shoot at a neutral object in the environment, serv-
ing as an introduction to the use of the firearm within
the virtual space. Subsequently, the voice presents
the player with a critical decision: to either “point
the gun between your eyes and pull the trigger, ef-
fectively shooting yourself in the face, or to opt for
shooting another neutral object. This decision point is
central to the scenario, testing the player’s response to
extreme virtual situations. Should the player choose
the suicide option, the game is programmed to dis-
play a death scene before automatically resetting the
player back to the living room. This reset serves both
as a narrative conclusion to the chosen path and as
a mechanism to allow the player to re-engage with
the scenario or explore other aspects of the VR expe-
rience. This scenario is carefully crafted to provide
insights into player decision-making and responses
within high-stress environments.
Jumping - Figure 2c. The scenario begins with in-
structions guiding the player to move out onto the
balcony of the virtual apartment. The player is con-
fronted with a significant choice: to either “step for-
ward and fall to their death” or to retreat safely back
into the apartment. In the event that the player opts
for the suicide option, the VR application is designed
to depict a death scene, providing a stark visual con-
clusion to the choice made. Following this, the player
is automatically reset to the living room, allowing for
a reevaluation of their decision or the opportunity to
explore other scenarios within the VR environment.
Overdosing - Figure 2d. The scenario begins with
an in-game voice guiding the player to locate the
medicine cabinet in the kitchen of the virtual environ-
ment. Once found, the player is directed to pour two
pills into their hand. The player is confronted with a
significant choice: to either “take the whole bottle of
medicine, implying an act of self-harm, or to adhere
to the prescribed dosage of just two pills. If the player
opts for the overdose, the VR system allows for an
important safety mechanism: the player can abort the
scenario at any time by calling an ambulance. This
feature adds a layer of realism and choice, reflecting
real-world emergency responses. If the player does
not call an ambulance after choosing the overdose
option, the game is programmed to display a death
scene, followed by a reset of the player back to the
main hub. If the player calls an ambulance, the screen
transitions to white, and the player “wakes up” on the
couch in the apartment, simulating a rescue and re-
covery.
Hanging - Figure 2e. The scenario begins with a
voice directing the player to locate a noose hidden
within a cabinet. The player is then instructed to
place a stool under a ceiling fixture and attach the
Advancing Suicide Prevention Through Immersive Technology
885
noose to it. The player is confronted with a signifi-
cant choice: placing the noose around their neck and
stepping off the stool, implying a simulated act of sui-
cide, or deciding against it and simply walking away
from the stool. If the player chooses to simulate sui-
cide, the VR application is programmed to display a
death scene. This is followed by a reset of the player
back to the living room.
Cutting - Figure 2f. The scenario begins with an
in-game voice instructing the player to locate a sharp
knife in the kitchen of the virtual environment. This
introduction to the tool is immediately followed by a
directive to cut an orange on a chopping board, es-
tablishing a mundane and safe use for the knife. The
player then faces a significant choice: either simulate
self-harm by cutting their wrist or engage in a harm-
less activity by cutting a loaf of bread on the counter.
Moreover, the player can choose to abort this sce-
nario at any time by calling an ambulance. Should the
player opt for the simulated self-harm option and not
call an ambulance, the VR application is designed to
depict a death scene, followed by an automatic reset
of the player back to the living room.
Death Scene. All scenarios either end with exceed-
ing the time limit or a death scene. In the death scene,
when a user triggers a death scene, the immersive ex-
perience takes a poignant turn. As the participant’s
virtual perspective slowly darkens, the environment
fades away, symbolizing the retreat of life itself. Con-
currently, a heartbeat sound underscores this transi-
tion—starting with a strong, rhythmic pulse that grad-
ually shifts to a heavy, dissonant beat before finally
dwindling into a weak echo. This orchestrated blend
of visual and auditory cues is designed to deeply en-
gage users, allowing them to viscerally experience the
final moments in a controlled, virtual setting.
4.2 Experimental Design
For this study, we will recruit undergraduate college
students from a non-clinical sample, primarily from
psychology courses at Florida State University. These
students will participate in the study in exchange for
course credit. Students will receive course credits
for their participation. We will implement a within-
subjects approach, meaning each participant will be
exposed to all five VR suicide scenarios. The order of
these scenarios will be counterbalanced using a bal-
anced Latin square method to ensure no order effects
bias the results.
For each scenario, participants will be faced with a
decision: to follow through with the simulated suicide
option or to choose a safer alternative action. This
study has no manipulation to encourage participants
to choose one option over the other, assessing the sui-
cide completion rate at a neutral condition.
Our primary objective is to assess the readiness
of the newly developed VR suicide scenarios by ex-
amining their fidelity in replicating real-life suicide
situations and comparing them to previously vali-
dated VR suicide scenarios using commercial games.
This study is designed to validate the system’s effec-
tiveness as a research tool for suicide-related experi-
ments, not to investigate the underlying causes of sui-
cide. Once the system is validated, it will serve as a
foundation for future research to explore how specific
variables might influence participants’ likelihood of
choosing the suicide option.
4.2.1 Hypotheses
First, we hypothesize that participants will perceive
the scenarios as realistic and directly relevant to ac-
tual suicide contexts. To test this, participants will be
asked to provide realism and suicide-relevance ratings
for each scenario after completion.
Second, we anticipate that the rates of virtual sui-
cide completion will be low, reflecting the low preva-
lence of suicidal behaviors observed in the general
population. We expect the completion rates to be sim-
ilar to those observed in neutral conditions of pre-
viously validated VR suicide scenarios (around 5%)
(Franklin et al., 2019). This will be tested by calcu-
lating the percentages of participants who opt for each
behavioral outcome within the scenarios.
Third, we expect that factors commonly associ-
ated with real-life suicide will predict participants’
decisions to complete the VR suicide scenarios.
Specifically, we will examine male sex, suicidal de-
sire, agitation, prior suicidality, and other psycholog-
ical risk factors. These variables will be assessed us-
ing pre-experiment self-report questionnaires and val-
idated psychometric measures.
Fourth, we predict that the justifications provided
by participants for choosing the safe alternative or for
aborting the virtual suicide attempt will parallel the
reasons often cited in actual suicide cases. To ex-
amine this, we will collect the reasons that partici-
pants follow through with the simulated suicide op-
tion or choose the safe alternative. This aspect of the
study aims to deepen our understanding of the cogni-
tive and emotional processes underlying such critical
decisions.
Finally, we hypothesize the responses elicited by
the newly developed scenarios to closely align with
those from previously established ones. We will draw
comparisons of all the above metrics among the sce-
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narios. This will help us determine the similarity in
how participants react and make decisions across dif-
ferent VR suicide scenarios.
Finally, we hypothesize that the responses elicited
by the newly developed VR suicide scenarios will
align with those from previously established scenar-
ios. To evaluate this, we will compare key behavioral
(e.g., VR suicide completion rates) and psychological
(e.g., distress levels, realism ratings) metrics within
our study conditions and against data from previous
VR suicide studies where available (Franklin et al.,
2019; Huang et al., 2021).
4.3 Measures and Assessments
Participants will complete a series of validated psy-
chometric measures at baseline, after each VR sce-
nario, and at the end of the study. Baseline assess-
ments include demographics, suicidal ideation (Beck
and Steer, 1991), depressive symptoms (Beck et al.,
1996), agitation (Ribeiro et al., 2011), risk-taking ten-
dencies (Blais and Weber, 2006), fearlessness about
death (Ribeiro et al., 2014), moral reasoning (Fleis-
chmann et al., 2019), self-injurious behaviors (Nock
et al., 2007), interpersonal needs (Bryan, 2010), sub-
stance use (WHO ASSIST Working Group, 2002),
and current suicidal desire. After each VR sce-
nario, participants will rate realism and suicide rel-
evance and provide responses on the reasons for en-
gaging, not engaging, or aborting VR Suicide Scales
(Franklin et al., 2019). At the end of the study, sui-
cidal desire and BSS will be re-administered. Partici-
pants meeting suicide risk criteria (e.g., BSS 5, his-
tory of multiple attempts, or increased suicidal desire)
will undergo a clinical risk assessment (Chu et al.,
2017) by a trained doctoral student, following estab-
lished VR suicide research protocols (Franklin et al.,
2019; Park et al., 2023). All study team members will
receive IRB-approved risk management training be-
fore conducting assessments.
4.4 Data Analysis
To evaluate differences across the five VR suicide sce-
narios, we will use repeated-measures ANOVA to test
for significant variations in behavioral (e.g., VR sui-
cide completion rates) and psychological (e.g., dis-
tress, realism ratings) metrics. If significant effects
are detected, post hoc Bonferroni corrections will be
applied to control for multiple comparisons.
For comparisons with previous studies (Franklin
et al., 2019; Huang et al., 2021), we will use indepen-
dent t-tests for direct mean comparisons and mixed-
effects models to account for individual differences
across studies. Effect sizes, such as Cohen’s d for
between-group comparisons and partial eta squared
for within-subject effects, will be reported to contex-
tualize findings.
All statistical analyses will be conducted in R,
with an alpha threshold of 0.05 for significance test-
ing.
4.5 Safety Evaluation
This study was reviewed and approved by the
Florida State University Institutional Review Board
(STUDY00004909).
To ensure the safety of participants exposed to the
new VR suicide scenarios, our safety evaluation plan
involves a combination of immediate, short-term, and
long-term assessments.
Immediately after the study, we will adhere to
the safety protocols established in previous VR sui-
cide scenario studies (Franklin et al., 2019; Huang
et al., 2020; Ribeiro et al., 2021). All participants
will undergo a positive mood induction by watching a
VR animation The Rose and I. Then, all participants
will receive a suicide risk assessment conducted by a
trained clinical psychology graduate student under the
supervision of the study’s faculty advisor, a licensed
clinical psychologist. The assessment will utilize an
empirically informed risk assessment methodology,
based on guidelines by Chu et al. (2015) and Joiner
et al. (1999). Corresponding steps will be taken to
mitigate risk based on their risk levels. These mea-
sures will be applied irrespective of the participant’s
decision to engage in VR suicide scenarios or their
assigned study conditions. Following this, our plan
includes a short-term follow-up survey within a week
of participation that repeats the same questions as at
baseline about the presence or absence of suicidal
thoughts and behaviors. This will help us detect any
delayed psychological effects, focusing on changes
in mood, mental health, and any occurrence of suici-
dal thoughts or behaviors since their experience with
the VR scenarios. We will also repeat the survey at
long-term follow-ups at one month and three months
post-participation to monitor any sustained or late-
emerging effects on participants’ mental health. A
trained clinical psychology graduate student will con-
duct a suicide risk assessment for participants with
elevated suicide risk and take corresponding steps to
mitigate their risk levels.
In addition to these follow-ups, we will compare
the data obtained from the new scenarios with that
from the established VR suicide scenarios. This com-
parative analysis will help us determine if the new
scenarios pose additional risks or have different psy-
Advancing Suicide Prevention Through Immersive Technology
887
chological impacts on participants.
Throughout the study, we will provide partici-
pants with access to mental health support and re-
sources to address any distress or heightened suici-
dal ideation following the VR experience. The safety
evaluation plan, including follow-up protocols and
support mechanisms, will undergo ethical review and
approval by our institutional review board.
By implementing this comprehensive plan, we
aim to ensure the safety of the new VR suicide sce-
narios, maintaining them at a standard comparable to
the established ones. This approach is integral to re-
sponsibly exploring participant responses to intense
suicide stimuli in a virtual environment.
5 DISCUSSION
In order to get feedback for the proposed VR appli-
cations, we conducted a preliminary playtesting, in
which seven college students from different majors
without any mental conditions participated. They pro-
vided valuable insights into the VR experience. We
summarized a few key points of the feedback.
First of all, users generally found the VR applica-
tion to be realistic and immersive. They felt as if they
were actually present within the scene. This suggests
the VR environment and scenarios are effectively de-
signed to create a convincing and engaging experi-
ence.
Secondly, the project’s portrayal of suicide scenar-
ios, such as the shooting and jumping options, was
found to be emotionally impactful. Users reported
feeling genuinely scared in these scenarios, suggest-
ing a strong emotional engagement with the content
as we expected.
All testers have reported that the death scene
leaves a profound and lasting impression, prompt-
ing them to reexamine their own perceptions of life
despite the actions occurring in a virtual environ-
ment. The carefully designed interplay of visual dark-
ness and the diminishing heartbeat sound creates an
emotionally charged experience that resonates deeply.
This immersive encounter not only underscores the
gravity of loss but also challenges participants to con-
front the reality of mortality, blurring the lines be-
tween virtual simulation and real-life introspection.
As an important note, users suggested the inclu-
sion of in-game surveys to avoid breaking immersion
by removing the headset, indicating a preference for
a seamless experience. This aligns with our original
plan that has not yet been implemented into the pro-
totype. Furthermore, improvements such as character
customization and enhanced interactivity within the
environment were also suggested. We will integrate
the feedback into the upcoming development and en-
hance the user experiences for better study results.
6 CONCLUSION AND FUTURE
WORK
In conclusion, our proposed VR experience will sup-
port the development of a translational approach to
studying suicide, validate its reasonableness with ac-
tual suicide, and examine its safety. The developed
VR suicide scenarios will increase the variety of sui-
cide methods and manipulating variables researchers
can use to design studies to isolate the causes of sui-
cide. Only after the causes of suicide, rather than cor-
relates, are identified, can researchers develop effec-
tive treatments targeting the causes.
For instance, prior research using VR scenarios
highlighted that the anticipation of avoiding future
psychological and physical pain influenced partici-
pants’ choice of the suicide option. With our new
VR scenarios, future research could examine how
different suicide methods influence completion rates.
Specifically, we hypothesize that methods perceived
as more distressing (e.g., shooting, hanging) may
have lower completion rates due to increased aver-
sion, while methods that allow for aborted attempts
(e.g., overdose) may result in more hesitancy and
lower final completion rates compared to irreversible
methods (e.g., jumping, shooting). Studying these
differences in a controlled VR environment could pro-
vide valuable insights into the decision-making pro-
cesses behind suicidal behavior, ultimately informing
prevention strategies.
We will keep improving the prototype and conduct
the proposed study and evaluation. Future develop-
ment of the platform can even incorporate treatment
strategies and test their effectiveness in laboratories.
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APPENDIX
A link to the game trailer can be found below.
https://youtu.be/GtSm41xPKxQ
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