<?xml version="1.0" encoding="UTF-8"?><ns2:project xmlns:ns1="http://gtr.rcuk.ac.uk/gtr/api" xmlns:ns2="http://gtr.rcuk.ac.uk/gtr/api/project" xmlns:ns3="http://gtr.rcuk.ac.uk/gtr/api/fund" xmlns:ns4="http://gtr.rcuk.ac.uk/gtr/api/person" xmlns:ns5="http://gtr.rcuk.ac.uk/gtr/api/project/outcome" xmlns:ns6="http://gtr.rcuk.ac.uk/gtr/api/organisation" ns1:created="2026-06-03T15:52:43Z" ns1:href="http://gtr.ukri.org/gtr/api/projects/71977509-B014-4AFA-9C2E-C70603E5CE64" ns1:id="71977509-B014-4AFA-9C2E-C70603E5CE64"><ns1:links><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/persons/B9424774-DD84-47C9-89C2-DF25C0D0C887" ns1:rel="PM_PER"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/215B4DB0-A153-4D30-9361-13BC4FE31576" ns1:rel="LEAD_ORG"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/215B4DB0-A153-4D30-9361-13BC4FE31576" ns1:rel="PARTICIPANT_ORG"/><ns1:link ns1:end="2025-03-30T23:00:00Z" ns1:href="http://gtr.ukri.org/gtr/api/funds/E4846EC8-59C8-4C10-A71B-2D1D85241AB7" ns1:rel="FUND" ns1:start="2024-09-30T23:00:00Z"/></ns1:links><ns2:identifiers><ns2:identifier ns2:type="RCUK">10133202</ns2:identifier></ns2:identifiers><ns2:title>EmbodyXR - development of a smartphone XR app to support young people's mental health through movement and dance</ns2:title><ns2:status>Closed</ns2:status><ns2:grantCategory>Collaborative R&amp;D</ns2:grantCategory><ns2:leadFunder>Innovate UK</ns2:leadFunder><ns2:abstractText>EmbodyXR is an immersive dance art game that combines physical movement and digital storytelling to reduce the impact of anxiety in young people. Through mindful movement, choreographed challenges, and cognitive behavioural techniques, EmbodyXR aims to reduce the physical manifestations of anxiety. This fosters focus, self-reflection, and mental health resilience.

EmbodyXR will have broad application and be targeted at a key pressure point within the mental health ecosystem, offering:

\*Young people who are waiting for clinical services something to help manage their anxieties

\*An additional toolkit for pastoral professionals (e.g. teachers) to help them support vulnerable young people

\*The potential to reduce the demand on more clinical services through preventative early intervention

EmbodyXR uses creative movement content and immersive soundscapes to reduce the physical manifestations of the Flight/Fight/Freeze response (FFFR). The App will reduce anxiety by softening the FFFR cognitive-behavioural response chain at a physical level.

It will feature a suite of tools that will draw upon choreographed movement, high performance management, kinesthetic energy and cognitive behavioural techniques. End users will be able to practise the tools at home and use them as 'in situ' interventions on their mobile phones where they are concerned about their anxiety or are experiencing symptoms of heightened anxiety.

The App will be primarily targeted at young people and adults who have been identified as having mental health needs, and included as part of the toolkit offered to these people and pastoral professionals who support them. It will offer a preventative measure to reduce the likelihood of anxiety escalation, and an immediately accessible anxiety management tool for those awaiting referral to mental health specialist services.

The project is led by Mercurial Dance, with Associate Prof. D. Biggerstaff (Warwick University Medical School) and Professor S. Smith (Director, Games and Creative Technologies, UCA). EmbodyXR is researched throughout the development period with a diverse user testing group from Mercurial Dance's partner educational organisations.

We are touring a 20 min immersive VR experience to universities, libraries and key stakeholders in Coventry and Warwickshire, from July 2024, undertaking a user testing and adoption process. This project builds on the learning and development to day, and key phases advance us towards a scalable release on app stores. This application will specifically support the development of an XR smartphone companion app, integrating knowledge from this public user testing phase of the VR art experience.</ns2:abstractText></ns2:project>