Game Over? Not Quite! Virtual Reality's New Role in Prison Reform
Telio Group
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The integration of Virtual Reality (VR) in the daily business of a prison could signify a pivotal advancement in educational and therapeutic initiatives. This development represents a transformative approach to rehabilitation and learning within prison environments.
What are the potential benefits of using virtual reality (VR) technology in the correctional system?
Educational programs via VR allow inmates to learn new skills and prepare for life outside prison walls, while therapeutic applications offer stress management, psychological support, and rehabilitation promotion.
In the United States, Colorado has launched a notable program using VR to provide real-life skills to young adults sentenced to life imprisonment. Through the Juveniles and Young Adults Convicted as Adults Program (JYACAP), these individuals have the opportunity to learn basic skills they missed out on while incarcerated, aiming to lower the high recidivism rate by adapting them to modern life and developing digital literacy in a secure setting.
In what ways could this theory be put into practice?
In several prisons within the US, inmates have for example the opportunity to engage in a virtual reality shopping experience. They navigate a virtual supermarket, collecting articles to a predefined shopping list, and proceed to use a self-checkout station. This educational experience is especially beneficial because self-checkout technology, which was not widespread in the early 2000s but is now considered state-of-the-art, may pose challenges for those unfamiliar with its use upon their release.
How is this scenario playing out across Europe?
The VISION project, conducted by a consortium of organizations within the criminal justice system, aims to enhance the preparation of inmates for successful employment post-release and prevent re-incarceration. By integrating VR into vocational education and training (VET) programs in prison, the project offers practical, real-life scenarios that prepare inmates for the challenges they may face upon release.
This could for example include kitchen work simulations, identified as the most common qualification in prisons.
The objective behind integrating such simulations is multifaceted:
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Despite these benefits, critics emphasize that VR is just one tool in the broader rehabilitation and reintegration process. The concerns include:
VR offers exciting possibilities for enhancing rehabilitation efforts, its success in supporting reentry largely depends on how well it is integrated with a broader ecosystem of support services.
Addressing the root causes of recidivism and ensuring a smooth transition back into society requires a balanced approach that leverages the best of both technological innovation and human-centered support.
Sources:
MIT Technology Review discusses a program in Colorado that uses VR to teach real-life skills to young adults sentenced to life imprisonment as juveniles. The initiative aims to reduce the high recidivism rate by helping inmates adapt to modern life and develop digital literacy in a secure environment.
IPS Innovative Prison Systems reports on the VISION project in Europe, which integrates VR into vocational education and training programs in prison. The project aims to improve inmates' preparation for successful employment post-release and increase their motivation and engagement in VET programs.
Prison Legal News highlights criticism and hopes regarding the use of VR in prisons and its potential to support the reintegration of former inmates.
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8 个月I see the huge advantages VR has to offer. Especially in life-threatening situations not being involved physically will bring safety to a whole new level. On the other hand it's important to not loose sight of the loss of reality. I recently saw videos of people using the new Apple VR glasses. They seemed to have lost any connection and were just walking through reality while tapping an imaginary board. One of them was even driving a car. So I'm asking you what are we fleeing by drifting into VR? Is it from danger or the hard real-reality?
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