In this article, Jimmy Bates (Development Coordinator, Virtual Decisions) explores how immersive virtual reality programmes are being used by Youth Justice Services in the UK to tackle rising concerns around youth knife crime. By providing trauma-informed, engaging experiences, these VR interventions help young people understand the real-world consequences of carrying knives, increase risk awareness, and support meaningful behaviour change—offering a preventative alternative to punitive measures.
The UK Government recently announced that every child caught carrying a knife will receive tailored support to help them change course, as outlined by the UK Government in its latest policy update.
This marks an important shift in emphasis: from punishment alone to meaningful, personalised intervention.
For Youth Justice Services (YJS), the challenge now is clear. How do they deliver support that is not only proportionate and trauma-informed, but genuinely engaging for children at risk of exploitation, violence and reoffending?
Moving Beyond Traditional Interventions
Across the UK, Youth Justice Services have embedded Virtual Decisions’ immersive VR programmes into prevention, diversion and statutory intervention pathways.
Rather than relying solely on paper-based workbooks or didactic conversations, practitioners place young people inside realistic, scenario-based environments where they must make choices about situations involving knife crime, peer pressure, exploitation and gang association. The consequences of those decisions unfold in a safe, simulated space.
This is not about shock tactics. It is about guided reflection.
Each VR session is followed by structured discussion, allowing practitioners to explore thinking patterns, risk awareness, emotional triggers and personal responsibility. The shared experience helps build rapport, particularly with children who may be resistant to traditional interventions.

Supporting the Government’s Direction in Practice
The government’s commitment to tailored support requires tools that:
- Increase engagement
- Improve risk awareness
- Identify underlying vulnerabilities
- Strengthen contextual safeguarding
- Support behaviour change without escalating criminalisation
In the London borough of Sutton, over 400 children identified as at risk of exploitation, peer-on-peer harm or offending behaviour have engaged with the programme in schools and through YJS interventions. The work is particularly focused on key transition points, such as moving from primary to secondary school, where vulnerabilities can escalate quickly if left unaddressed.
In Gwynedd and Anglesey, VR has been integrated into out-of-court resolutions, cautions and statutory interventions. Case managers report improved communication, clearer assessments and more personalised intervention planning as a result of the immersive sessions.
From Punitive to Preventative
What makes Virtual Decisions experiences so powerful in the youth justice context is its ability to create consequence-based learning without real-world harm. Young people can “experience” the impact of choices before those choices become permanent.
It also aligns with trauma-informed and child-centred practice. By exploring lived experiences and contextual factors influencing behaviour, practitioners can better understand whether a child is at risk of exploitation, coercion or harm to themselves.
This supports the wider system goal: not simply responding to knife possession, but preventing the pathways that lead there.
A Modern Tool for a Modern Challenge
If every child caught with a knife is to receive tailored support, that support must feel relevant, credible and engaging.
Virtual Decisions work demonstrates how Youth Justice Services can modernise intervention delivery while strengthening early help, diversion and contextual safeguarding. It replaces static materials with immersive learning, strengthens practitioner insight and helps children reflect on choices in a way that resonates with how they experience the world today.
As policy moves toward smarter, earlier intervention, digital tools like VR are not a replacement for skilled practitioners — they are an enhancement.
The opportunity now is to ensure that tailored support is not just promised, but delivered in ways that truly help young people change course.
This is a personal blog post. Any opinions, findings, and conclusion or recommendations expressed in this article are those of the authors and do not necessarily reflect the view of the Centre for the New Midlands or any of our associated organisations/individuals.
ABOUT OUR AUTHOR:
Jimmy is a creative and results-driven learning professional with over 15 years of experience in facilitating transformative educational experiences. His expertise spans across creative workshop delivery, training, and coordination, with a strong focus on arts-based learning, inclusion, and skills development.
Jimmy is deeply passionate about using creativity to engage learners of all ages and backgrounds, ensuring every experience is impactful and tailored to the needs of the participants.
As the Creative Learning Coordinator at West End in Schools, Jimmy collaborates with a talented team to design and deliver nationwide educational programs, including workshops exploring Shakespeare, literacy, and PSHE subjects. In addition to leading the development of training resources, he takes pride in mentoring and supporting facilitators to ensure top-quality delivery.
Previously, Jimmy led White Socks CIC, a creative education company focused on supporting NEET young people with bespoke learning platforms and employability workshops. He has also worked as a freelance facilitator and trainer, delivering workshops and training worldwide, including at large-scale festivals in Monaco and Shanghai.
With a background in theatre and a passion for education, Jimmy thrives on creating engaging, inclusive learning environments that spark creativity and support the growth of individuals and teams. Whether it’s through in-person or virtual delivery, he is always looking for innovative ways to enhance learning and build strong, collaborative communities.
About Virtual Decisions
Virtual Decisions is an award‑winning createch company using immersive, multi‑pathway scenarios and facilitated debriefs and extended learning resources to help young people safely experience the consequences of their choices. Working with Youth Justice Services, schools and Violence Reduction Units across the UK, Virtual Decisions supports trauma‑informed, child‑centred interventions around knife possession, exploitation, gangs and anti‑social behaviour.






