Take Control
Overcoming fear and anxiety through a two-minute VR experience empowers students
to practice self-awareness and self control.

Emotional Management

The scenarios presented within SELENA VR take the students on a journey using anxiety-provoking stimuli. They are then given strategies to manage their anxiety and return to a calm state, allowing them to make better decisions. Because this is virtual reality, students are in control. This has an empowering effect.

Self-Awareness and Practice

By having your students practice SELENA VR for 5-10 minutes each day, they will get better at identifying anxiety as soon as it appears in their bodies. They will learn how to immediately focus on their breathing and self-talk in order to lower their anxiety.
Training the body and mind using SELENA VR will help make self-management more immediate and automatic. In addition to lowering anxiety, the escalation of anxiety will be prevented. Future episodes of anxiety will become shorter in duration and less overwhelming. Distracting classroom behavior will be reduced and a better learning environment will be maintained.


There were two students who initially did not want to try the VR game, and they needed time to observe others. This is where I also saw the group mentality come into play. I don’t think these two students would have tried the game so easily had they not witnessed others, not only engaging with it, but also really enjoying it. I feel that seeing others have fun with it allowed them to shift their perspectives. Their thoughts about the game went from “This is new. This is scary. I can’t do this. What if I get worried?” to “They seem to be having fun. Maybe it’s not so bad. I can give it a try.” Social psychology is such a fascinating field, and I think we got a glimpse into that last week. This shift in their thinking was huge, as we know anxiety comes from not the actual event, but rather our perceptions about the event. We place meaning on what’s happening around us. Change our thoughts, change our reality and emotions. The same student did continue to struggle with some fear once she was in the VR realm. She did not want to step off the platform, and her self-talk was “I can’t do this. This is too scary.” With additional time to practice positive self-talk, as well as additional exposure to the game, she was running across that platform by the end of our time together. You also did a great job prompting and reinforcing the self-talk that was in the VR. The things that we say become our truths, and so the more we hear/say something, the more likely we are conditioned to believe it. I can see this working well in individual therapy sessions as well, with the therapist there to prompt coping skills, reinforce positive self talk and monitor levels of anxiety. I truly believe that you are on to something great here. What a powerful way to incorporate exposure therapy into a clinical and school setting. The evidence supports exposure therapy as an effective treatment for anxiety. However, it can prove challenging to find ways to incorporate that into therapy, without more intensive treatment, such as inpatient. This VR experience will allow counselors to teach coping skills in a fun, interactive way that meets children at their developmental level, while also keeping up with the current trends. Simply Amazing!

Renee Koutras,
School Counselor, 504 Coordinator, LMHC, MPH

To request information on how to deploy this to your school, provide information here:

VR Form

Contact form on the VR page
  • This field is for validation purposes and should be left unchanged.