Virtual Reality(VR) for Charitable Organizations

Over the course of the last fifteen years, our group has worked closely with a wide range of nonprofit and charitable organizations from all over the world in order to lend our support to the many causes that these organizations champion, through the VR. Our team has become experts at assisting charitable organizations in harnessing the power of game-based learning as a means to effect real-world change. This assistance can take the form of fostering understanding and empathy towards underserved populations, assisting in the promotion of intergenerational civics literacy, boosting entrepreneurship and financial literacy skills, or even fostering understanding of and compassion for underserved populations.

Virtual Reality(VR) for Charitable Organizations

Interactive media, such as games, simulations, and virtual reality experiences, as opposed to passive instructional resources such as brochures and movies, give a degree of immersion that cannot be equaled by other forms, resulting in learning experiences that are both memorable and significant. It has been shown that virtual reality, in particular, is particularly successful in helping to trigger emotional reactions among users, which has, in some circumstances, led to increased contribution intent and knowledge of specific charity brands. Could it be that the moment has come for your company to begin experimenting with a VR program that is uniquely designed for you?

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No concepts? No issue. The following is a list that we’ve selected of a handful of our favorite virtual reality (VR) efforts from some of the most prestigious charitable organizations in the world. Check out the following projects as a source of motivation, and if you’ve come across any additional VR for impact initiatives that are deserving of a place on this list!

Alzheimer’s Research United Kingdom’s “A Walk Through Dementia”

Alzheimer’s Research UK, the foremost dementia research charity in the United Kingdom, has a crystal defined mission: to develop the first therapy for dementia that significantly improves patients’ quality of life by the year 2025.

Alzheimer’s Research UK is no stranger to performing extensive community outreach and education programs, despite the fact that the majority of the organization’s work is focused on a variety of research initiatives. A Walk Through Dementia, which is one of their most notable programs, allows users to see the world through the eyes of a person who is living with dementia. Users are charged with navigating frequent symptoms that provide obstacles to people living with dementia while they go about their day-to-day activities, such as shopping at a supermarket or navigating their own homes. This is done in tandem with the experience of daily scenarios. An excellent illustration of how virtual reality (VR) can help cultivate empathy and understanding, A Walk Through Dementia uses a first-person perspective to give users a better understanding of a condition that is frequently misunderstood and serves as an excellent example of how VR can help cultivate empathy and understanding.

Aversion to the Clouds (Amnesty International UK)

Amnesty International UK, one of the most prominent charitable organizations in the world, was founded with the mission of defending individuals in situations in which their rights to justice, freedom, the truth, and dignity are violated, but how do they do this with the aid of VR?

Amnesty International UK resorted to virtual reality in an attempt to call attention to the horrifying destruction caused by the Syrian Civil War. In doing so, they created the hybrid website/VR experience This was done in an effort to bring awareness to the situation in Syria. An immersive, self-guided tour that offers viewers a vivid firsthand account of the scenes of destruction in barrel-bombed districts of Aleppo, the impactful experience aims to help viewers foster increased empathy and understanding towards everyday Syrians who are tasked with the task of navigating their lives in the midst of this crisis. “If a picture is worth a thousand words, then a virtual reality experience is worth a full book,” said Kate Allen, head of Amnesty International UK, in an interview with Adweek. “If a picture is worth a thousand words, then a virtual reality experience is worth a whole book.”

Lifesaver VR (Resuscitation Council UK)

The Resuscitation Council (UK), a charitable organization based in the United Kingdom, has an extremely important mission: to disseminate high-quality resuscitation guidelines that are applicable to everyone, and to contribute to the preservation of human life through research and educational endeavors.

Lifesaver VR is one such program that intends to achieve these objectives by assisting individuals in the acquisition of and practice in the use of life-saving emergency skills. Lifesaver VR is an interactive video in the form of choose-your-own-adventure that places players in a terrifying cardiac arrest scenario and forces them to make choices that might mean the difference between life and death in order to assist a stranger who is in need. The game is an excellent example of the use of virtual reality for educational purposes because it teaches players the appropriate rate and depth of chest compressions during cardiopulmonary resuscitation (CPR), skills that are applicable everywhere and have the potential to be of great use in everyday situations.

An Excessive Amount of Information (National Autistic Society)

The mission of the National Autistic Society is to improve the quality of life for autistic people and children in the United Kingdom (UK), as well as the three million members of their families and those who provide care for them, by offering support, information, and practical assistance.

The organization is dedicated to transforming lives and changing attitudes, which is exactly the goal of their Too Much Information (TMI) campaign. This dedication can be seen in a variety of ways, including the operation of specialist schools, the campaigning for improved rights, and even the training of companies on how to be more autism-friendly. Through the utilization of impactful short films, as well as a virtual reality experience that was made available to more than 8,000 viewers across UK shopping centers, the campaign intends to assist individuals in gaining a deeper comprehension of the fundamental characteristics of autism, as well as the steps that they can take to assist those who are affected by the condition.

The Garden of Life (Cancer Research UK)

The goal of Cancer Research UK is straightforward: to speed up the arrival of the day when all forms of cancer may be treated.

The activities of the organization, which is founded on the conviction that research is the most effective tool we have in the fight against cancer, have contributed to the doubling of the survival rates in the United Kingdom over the course of the previous 40 years. The Life Garden is a virtual reality memorial garden that commemorates the memory of each donor in the shape of a beautiful flower. It was designed by Cancer Research UK as a way to remember and pay respect to the many people who have left a gift to the organization in their Will. The garden is a lovely way to see the influence that donors’ contributions have had on the organization’s research activities, as well as a touching way to remember loved ones who have gone away. To far, more than 100,000 flowers have been planted in the garden.

So these were some of the VR uses for charitable organizations, hope you enjoyed!

Building Better Futures BR. “Non profit organization “

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