
Maxim VR is a non-toxic, inclusive & Safe Space
for young people in a digitalised world.
Our Motivation
Mental Health
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50% of all mental ill-health starts by age 14, and 75% by age 18
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10% of children aged 5 to 16 in the UK suffer from a clinically significant mental illness
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1 in 5 teenagers between 16 to 19 have a diagnosable mental health disorder
Depression
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19% of young people aged 16 to 24 showing symptoms of anxiety or depression
LGBTQ+ Youth
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60% of LGBTQ youth reported being so sad or hopeless they stopped doing some of their usual activities
Social Media
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91% of 16-24-year-olds use social media
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Kids on YouTube are the most likely to be cyberbullied at 79%, followed by Snapchat at 69%, TikTok at 64%, and Facebook at 49%
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Younger people say that 4 out of 5 major social platforms make their anxieties worse
Domestic Violence
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1 in 7 children and young people under the age of 18 will have lived with domestic violence at some point in their childhood
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1 in 4 women and 1 in 7 men will experience physical domestic violence at some point during their lifetimes.
Sexual Abuse
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1 in 9 girls and 1 in 53 boys under the age of 18 experienced sexual abuse or assault
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1 in 3 women and nearly 1 in 6 men experience some form of sexual violence during their lifetimes
Self Harm
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1 in 10 young people will self-harm

MAXIM is giving young people globally access to a safe virtual world that is supporting their mental health and well-being by building a bridge between technology, design and health care.

Approach
Our mission is to revolutionise the approach to youth mental health with VR solutions that are not only immediate and effective but also engaging and accessible to all. We focus on preventative measures, use clinical data to refine therapeutic exercises, and provide support during the critical waiting times for traditional health services.​​​​​
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By focusing on a transdiagnostic, preventative approach, Maxim VR not only support the young individuals but also relieves the broader healthcare system. Our platforms are designed to collect and analyze real-time data, enabling continuous improvement of therapeutic outcomes and contributing to the foundational knowledge of mental health.
Impact on People
Changing Lives of Young People
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Immediate Mental Health Support by bridging long waiting times for professional care.
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Fun, gamified experiences reduce stigma and increase adherence to therapy.
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Personalized tools empowering users to take control of their emotional and cognitive well-being, fostering resilience.
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Improved Mental Health Outcomes and measurable reductions in anxiety, depression, and emotional dysregulation.
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Impact on System
Reducing Pressure on Healthcare Systems
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Scalable, data-driven solutions reduce wait times and costs.
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Actionable insights for healthcare providers through early detection and tailored interventions.
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Reducing long-term costs through prevention through tool that proactively addresses mental health challenges before they escalate, reducing expensive interventions later in life.
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Educational & social benefits through emotional regulation and interpersonal skills improve engagement in schools, focus and educational outcomes.
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