Co-Creating Authentic VR Stories with Young Adults with Disabilities: Why Does This Matter in Transformative Research?
Abstract
1. Introduction
1.1. Project Context
1.2. Article Outline
2. Literature Review: Co-Research as an Ethos and a Method
2.1. Co-Research as a Methodology
2.2. Co-Research with People with Disability
2.3. Co-Creation with Digital Immersive Methods
3. Method: Research Approach to Co-Creating Stories for Change
3.1. Research Activity—Co-Creation Through Storyboarding Workshops Series and VR Animation Short Film Production
Rationale: Story-Based Approach with VR Output, Inclusive Research
3.2. Our Process
3.2.1. Step 1: Expression of Interest for Young Adults with Disabilities as Co-Creators
- Tell us why they wanted to get involved by providing a short 250-word statement or video.
- Confirm they met participation criteria—i.e., they can use online meeting platform Zoom, can work with others, can commit to 4 workshops, are of age, and identify as a person with disabilities, neurodivergent person, or person with chronic illness/chronic mental health needs.
- Provide consent to participate.
3.2.2. Step 2: Co-Creation—Storyboard Workshops
Workshops 1 to 3: Exploring the Idea of Story Co-Creation and Our Task
Workshops 4 to 6: Developing and Refining Story Scripts
3.2.3. Step 3: Decision-Making—Review and Revised VR Stories
3.2.4. Co-Creator Acknowledgement
3.3. Co-Created Outputs: Stories for Change Films
- Introduction with voice over by lead researcher Lisa https://youtu.be/l57MwpyxHpA (accessed on 10 January 2026)
- Ana’s Story https://youtu.be/ZYfFhjV8Ckc (accessed on 10 January 2026)
- Isaac’s Story https://youtu.be/Svv9WdBDyL4 (accessed on 10 January 2026)
- Nicole’s Story https://youtu.be/OJQZY_JCZ-o (accessed on 10 January 2026)
- Collective Call to Action https://youtu.be/aD04uJ3BQtw (accessed on 10 January 2026).
4. Findings/Reflections
4.1. Methodological Reflexivity
- What was your experience as co-creators in the process of story making?
- What did not work, what could have been done differently, and what stood out when working with creatives?
- How did you feel about the final product—the co-created films?
- Advice to others: what really works for you as co-creators?
4.2. Process
4.2.1. Reflection Insight 1: ‘Surprising’ Authentic Participant-Led Roles and Power Sharing
Co-creator 1—yeah. Uh, the experience I suppose for me was unexpected, [that] is a good way to [put it]. It was very different to what I came into, the preconceived notions I have were a bit different, I guess. ‘Cause I wasn’t expecting, I suppose, for it to be so participant-led, which was a really good thing.
Co-creator 2—…I think it was the, the first meeting sort of had a very different vibe to what I was expecting in a good way. And, uh, joined in almost, I suppose for the first time, feeling like it really was co-creating is sometimes something I felt is missing in my past experiences taking place in like, taking part in like, research projects. And so, from that point of view, it was a really positive experience overall.
Co-creator 3—…I was really excited to work at a disability-led co-design project, because that’s a word that is used quite a lot. However, I don’t think it’s really put into practice very well, whereas like with what co-creator 2 said, it was very participant-led, which is what I really appreciated.
Co-creator 1—…from my experience, my personal experience, I find it hard to first have a voice, have it heard and appreciated, and I think this project was so beneficial and the outcome and the output was how it was because, well I had the voice, a voice and I’m hoping the others had that space too.
Co-creator 3—And so we had a lot of say in the creativity and the way we wanted this project to go.
4.2.2. Reflection Insight 2: Time, Space and Flexibility in Processes
Co-creator 2—…and while, you know, obviously we were working to a deadline as in any research project, it was, you know, flexible enough and also, the schedule was the, the way that we planned and scheduled to reach that point was largely participant-set. And that was really important too ‘cause then we were able to prioritise the elements that we felt we needed to spend more time on. …But it was really, you know, uh, really useful because, you know, we needed that time to, to decide where our priorities lie. And that’s, whereas I think if it had been set a, a set, uh, schedule would’ve been a lot harder for us to, to, to make room for the things that we needed to.
Co-creator 3—I think by having a slightly flexible schedule for people who are disabled and or neurodivergent, it makes it much more accessible for us as well because we generally do work a little different sometimes, and it does take a big pressure off to have our needs catered for a lot more in that way.
Co-creator 1—…something that rings in my head true, and I think this will echo during our discussion, is, the nothing about us without us and what we’ve talked about so far really rings true. So that, all the way from where we are and the issues we might face in our day-to-day lives before we even discuss things on, on, on screen… and yeah, just being who we are and having space to that, to that and drive those priorities, the aims, and the outcome, I just thought that was really special.
Co-creator 2—I think another important element was that we’re all people living in regional areas. Uh, and so it, and, and we have differing life schedules and, and commitments and ability to do an amount in a day. And so that was really important to be able to come together digitally in a flexible manner. I, I don’t think the project would’ve been possible without that.
4.2.3. Reflection Insight 3: Building Relationships Is a Component of Co-Research
Co-creator 2—…and for me, uh, a big part of the experience was relationship building. And that was something that was really positive all throughout. That was something that really, I think to me, to be honest, was the backbone of, of the co-creation process was being able to build a relationship with the other participants and the researchers, and also the artists, uh, that, because that’s something that I often felt was a bit lacking in, in other situations where I’ve even taken person, or consultative research. And so, for me, I think that was the key difference here was a, as co-creator 1 said, we had that time to build a relationship and trust between each other.
Co-creator 1—And yeah, within that co-creation process, I found that we were on a time limit, but we weren’t rushed. We had all the space for each other and basically have our needs to form that relationship and get the product that we did. So that was good.
4.2.4. Reflection Insight 4: What Did Not Work or What Could Have Been Done Differently?
Co-creator 3—For me, there was only one big thing that didn’t work, and that was when we initially weren’t listened to when we had a different person who was gonna do the VR. I found that quite challenging to deal with and so I think having people on board who are gonna listen to the people that, that are leading the projects and the voices is super important.
Co-creator 2—Yeah, I think that’s really vital that there’s a genuine commitment to, to listening by everyone involved. And that was one of the big challenges was, you know, originally working with an artist who I don’t think really, uh, had that commitment.
Co-creator 1—Yeah, I think we all reflected that kind of unease with the, the first VR designer… I don’t think what I was seeing and what I was hearing kind of matched up. And I think, yeah, that was tricky because the, so the scripting and the VR was done later and we had already done, so all of us had already done the, the great hard yard works about planning, telling stories and all those things in the diagram. And then one person came in who was not only different to that, but totally different to our vision and how we wanted it to go… there was definitely a disconnect there.
Co-creator 3—They listened. Yeah.
Co-creator 1 (laughed)
Co-creator 2—I think that’s…
Co-creator 3—…which was a pretty big part, which, pretty big part…
Co-creator 2—…I think. And, and not just, I think it wasn’t just us giving instructions and or, or such, but it was also about listening with empathy and taking the time to actually hear our stories and understand our perspectives on a, on a deeper level.
Co-creator 3—Agreed.
Co-creator 1—…You’d really have to have that experience and empathy. So, I think what I’m trying to say is, yes… not making judgements. But I think that empathy and compassion and wanting to learn and understand definitely came in… listening and speaking echoed through the rest of the project because the empathy was shown. Yeah.
4.2.5. Reflection Insight 5: Both a Learning Process and a Creative Process in Using Mediums Like VR
Co-creator 2—…and so for us, uh, that was a big learning experience. And I think while it did turn out well, it took us longer than perhaps it would’ve. And that’s where, obviously that’s just something that I, that you’ve gotta keep in mind is that it’s, it’s both a learning process and a creation process. And yeah, that was something for me that I found that took me a while to get my head around it. And, and I think we took, we had to take a couple of extra meetings because of that… I’d only used VR once a long time ago. And so, for me it was a big learning curve. And, and, and partially that was a learning curve in, in what to expect.
Co-creator 3—I would agree. Before this project, I knew about VR, but I had not done any of it myself. So, it was a very steep learning curve, I would agree.
4.2.6. Reflection Insight 6: Conveying the Meaning and Reality of Lived Experience in the Final Product
Co-creator 3—Well, I personally haven’t used VR before this, so the whole process I found to be really interesting. I really liked the, the final product. I, I had quite a few things in my own particular story that I wanted to get into there, so I was glad that I was able to get all those important things in my story included. And I have since sent it out to quite a few people and had a lot of positive feedback. So I’m really happy about that.
Co-creator 2—…I did not really know what it was gonna look like at the end, to be honest, because it was so outside of my field of reference. And so, yeah, I was really happy too; it was different to what I expected, but in a, I was happy with what it did turn out to look like. And, and I think that it was a really complex topic to touch upon. And so, I found that, you know, VR worked well as a medium in the end because it allowed us to explore sort of multiple elements of the subject and the way you can’t really do in a traditional 3D or 2D rather medium. And yeah, so, uh, and you know…
Co-creator 1—Definitely yeah, I think VR’s a new but exciting technology, and can help you, well, virtual reality is basically, experiencing reality virtually; I know that sounds a bit simplistic and everything like that, but I think that’s rather cool because if you’re talking about the relationships, and the emotion, and the change, and the call to action that we want and that we, we ask for in our videos.
Co-creator 2—I think for me it’s immersiveness, and I know that that’s become sort of a cliche… but I think VR really does provide an extra element of emotion that you can’t really achieve. ‘Cause when you’re viewing it with a VR headset, you are in that space and yeah, that’s really important, I think, to building empathy.
Co-creator 1—…if co-creation, co-design is a backbone and foundation, and then your VR is basically just the, the flesh, skin, everything, or the foundational elements built on top of that… you can probably see how they’re feeling, how they’re thinking if you, if you highlight that with both the light and the shadow, if that makes any sense.
Co-creator 3—I think having the visuals with our voices, it gives more of a deeper look into the story of what we are trying to tell and get across to people and more of an insight.
Co-creator 3—I was super worried initially just because I’ve never done anything like this before, so yeah. But I think it turned out very well in the end.
Co-creator 2—Yeah. I’m glad we did as well.
Co-creator 1—Yeah, it was, it was me walking with [my guide dog] and it had my voice, just how I would usually speak and, well, not really walk—that was a bit animated—but that was pretty good too.
4.2.7. Reflection Insight 7: Commitment to the Ethos of Co-Research
Co-creator 3—…so for ones in the future doing the same sort of thing, finding people from that lived experience that you are what, whatever that experience you are talking about. So, it’s the real voices that are at the forefront.
Co-creator 2—I think I concur with what co-creator 3 said, but I also think that a really important element is that to have your research principles, uh, upfront …around co-design and commit to them and be willing to check-in that you are meeting them, you know, the principles of your participant-led or lived voices and things like those, that whatever’s important to your project and the group that you are co-creating with, you’ve gotta have those, you know, written down and referred back to regularly and, and, you know, making sure that you’re meeting the, what you set out to do.
Co-creator 1—…I reckon the voices should be the product. If you know what I mean… but the element of bringing that voice and everything through to the end of the product instead of just a segment of the product, I reckon that’s amazing. And that’s where the authentic change will be.
5. Discussion
5.1. Authenticity and Power in Participant-Led Co-Research
5.2. Time, Flexibility, and Digital Inclusion as Structural Requirements
Co-Creation as a Relational Practice
5.3. Learning and Creative Processes in Digital Immersive Methods
5.4. Authentic Representation and Impact Through Voice and Immersion
5.5. Implications for Transformative Research Practice
- Co-research must be designed around lived experience as a form of expertise, with decision-making principles committed to and embedded throughout.
- Co-research is relational, and relational processes (such as providing time and space early on to get to know each other to help build trust, openness, and cooperation) are methodological necessities, not optional.
- Technical creative work must align with participant-led values, meaning all collaborators must share the project’s ethos.
- Time, flexibility, and digital accessibility must be structurally embedded to avoid exclusionary and ableist research practices.
- Outputs (such as the VR films) must reflect co-creators’ intentions, values, and identities, with final authority resting with co-researchers.
- Everyone on the team must be committed to the ethos of co-research.
5.6. Limitations
5.7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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McKillop, N.; Stafford, L.; Abbato, S.; Tye, I.; Pike, A. Co-Creating Authentic VR Stories with Young Adults with Disabilities: Why Does This Matter in Transformative Research? Soc. Sci. 2026, 15, 431. https://doi.org/10.3390/socsci15070431
McKillop N, Stafford L, Abbato S, Tye I, Pike A. Co-Creating Authentic VR Stories with Young Adults with Disabilities: Why Does This Matter in Transformative Research? Social Sciences. 2026; 15(7):431. https://doi.org/10.3390/socsci15070431
Chicago/Turabian StyleMcKillop, Nicole, Lisa Stafford, Samantha Abbato, Isaac Tye, and Ana Pike. 2026. "Co-Creating Authentic VR Stories with Young Adults with Disabilities: Why Does This Matter in Transformative Research?" Social Sciences 15, no. 7: 431. https://doi.org/10.3390/socsci15070431
APA StyleMcKillop, N., Stafford, L., Abbato, S., Tye, I., & Pike, A. (2026). Co-Creating Authentic VR Stories with Young Adults with Disabilities: Why Does This Matter in Transformative Research? Social Sciences, 15(7), 431. https://doi.org/10.3390/socsci15070431

