Mindset-XR and SWLSTG team up to bring virtual reality mental health support to young people

25 June 2026

In this blog, Jill Owens, Programme Manager for the Mindset-XR Innovation Support Programme, shares how an innovative partnership with South West London and St George’s Mental Health NHS Foundation Trust is using virtual reality to rethink how anxiety is managed in schools, and what this could mean for improving access to mental health care for young people.

Overview

An innovator, supported by our Mindset-XR Innovation Support Programme, is teaming up with South West London and St George’s Mental Health NHS Foundation Trust (SWLSTG) to pilot a new approach designed to help students in Sutton better manage ADHD and anxiety.

By introducing virtual reality (VR) into schools, the partnership aims to make immersive mental health care more accessible and part of everyday provision.

Led by founder and CEO Zillah Watson, Phase Space is working alongside SWLSTG to explore how extended reality (XR) can move beyond trials and into real-world use.

This collaboration offers a practical example of what it looks like when new technology becomes part of established care systems — shifting from small-scale pilots into something more embedded and widely available.

A new approach to supporting young people

Across 15 secondary schools in Sutton, students now have access to VR headsets as part of their school day. The programme is delivered through the Trust’s Mental Health Support Teams in Schools (MHSTs), which focus on bringing early help and practical support directly into the environments where young people spend most of their time.

Using Phase Space’s VR experiences, students are guided through calming, multi-sensory environments designed to help them regulate their emotions, ease anxiety, and build confidence.

Why this matters

Youth anxiety is on the rise, and schools are increasingly important spaces for early support. While traditional services play a vital role, they can struggle to keep up with demand. MHSTs help bridge that gap by offering accessible, early intervention for children and young people with mild to moderate needs.

As Dr Annika Clark, Consultant Clinical Psychologist leading the programme at SWLSTG, explains:

“Our Mental Health Support Teams in Schools are vital in supporting children and young people with emerging mental health needs. We’re really pleased to be able to explore innovative tools like Phase Space VR as part of this work.”

What makes this approach stand out is its simplicity and fit within existing school life:

  • Accessible: short, easy-to-deliver sessions during the school day
  • Engaging: immersive experiences that feel natural for digitally savvy students
  • Practical: focused on building real-time coping skills

Rather than disrupting current services, this is a good example of technology working alongside them.

Building confidence in the approach

A common question about XR is whether it really works. Phase Space has been actively testing this through pilots in schools, universities and NHS staff settings.

Early results are encouraging. In an interview with The Guardian newspaper, Watson said that in previous school pilots, nine out of ten students reported feeling less stressed immediately after using the VR experience.

In this pilot, findings show even a short session can give students a chance to step away from the pressures of the classroom and reset, helping them return feeling more focused and resilient.

This kind of evidence-building is central to the Innovate UK’s Mindset-XR programme, which supports innovations that combine strong research foundations with the potential to scale.

Working together to make it happen

The partnership between Phase Space and SWLSTG reflects a shared focus on prevention and early intervention, as well as a willingness to explore how new tools can strengthen existing care.

Zillah Watson, founder and CEO of Phase Space, says:

“This pilot reflects a shared commitment to early intervention and prevention. Delivered in partnership with the NHS, Phase Space is designed to complement existing support in schools, giving young people practical tools they can use when they are feeling anxious.”

It also offers a great example for other innovators looking to work with the NHS:

  • Design solutions with services, not separately from them
  • Build on what already works rather than replacing it
  • Focus on real-world testing to grow evidence

Programmes like Mindset-XR play a key role in making these partnerships possible.

A growing role for XR in healthcare

SWLSTG is already exploring VR across a range of settings, including inpatient wards and outpatient Child and Adolescent Mental Health Services (CAMHS). Together, these efforts are helping to build a clearer picture of how immersive technology can support people at different points in their care journey.

For the XR sector, this is an encouraging sign as services are beginning to integrate these tools more strategically.

Looking ahead

This work points to a few important shifts:

  • XR is moving into everyday settings like schools and NHS services
  • Tools that are quick, accessible and easy to use are more likely to scale
  • Evidence is growing steadily, combining data with real-world feedback
  • Strong partnerships are key to turning ideas into impact

As more young people use these tools as part of a package of care, we’ll gain a better understanding of where XR can make the biggest difference.

Ultimately, success will come from meeting real needs in ways that save time, ease pressure on services, and support young people when and where they need it most.

Find out more about the Mindset-XR Innovation Support Programme.

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Find out more about the Mindset-XR Innovation Support Programme.

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