Using a VR headset, participants are immersed in the role of a teenage girl who confides in her friends that she is experiencing sexual cyberviolence. Faced with this disclosure, the friends react—sometimes in supportive ways, sometimes in harmful ones.
The interactive 360° video allows participants to observe these reactions and reflect on their own stance in a similar situation.
Punch/Hand — An immersive experience to raise awareness about consent
Strong engagement from the target audience with active participation in post-viewing discussions
Strong interest from schools and communities in an innovative educational tool
An immersive experience that generated a concrete awareness among young people about their role in exposing violence.
1. Context and objectives 🎯
In 2024, the Montreal YWCA , with the support of Women and Gender Equality Canada and in partnership with Ahuntsic College , launched Coup de poing main , an immersive 360° interactive experience addressing cyberviolence, consent and reactions during a disclosure .
To produce this sensitive and impactful experience, the organization collaborated with Hit Film , recognized for its expertise in immersive storytelling and interactive production with a strong social impact .
🎯 Main objective: To create a striking, engaging and accessible interactive VR tool to mobilize the critical thinking of young people in the face of situations of violence, particularly related to the sharing of intimate images .

2. The immersive experience 🌀
Title : Punch/Hand
Duration : 15 minutes (+ guided discussion)
Languages : French and English
Target audience : 16 years and older (young people and professionals)
Dissemination : In schools and community settings, by facilitators from the YWCA

Synopsis
Using a VR headset, participants are immersed in the role of a teenage girl who confides in her friends that she is experiencing cybersexual violence . Faced with this revelation, the friends react — sometimes helpfully, sometimes harmfully.
The video, in interactive 360° format , allows participants to observe these reactions and to reflect on their own posture in a similar situation.
3. Interactivity at the heart of impact 🧠
🎮 Why an interactive structure?
Total immersion : The VR format allows for direct identification with the protagonist's experience.
Active learning : Young people become active participants in their own thinking.
Increased engagement : The technological aspect attracts the attention of an audience that is sometimes difficult to mobilize.
Message better retained : Emotional impact strengthens the anchoring of the message.
💬 "Consent is a topic that young people might not have explored spontaneously without this immersive format."
4. Results and impact 📊
✅ Launch success
High participation during the initial broadcasts.
Sustained interest from school and community circles.
✅ Target audience reactions
Very positive , with real engagement in post-viewing discussions.
Appreciation of the realism and nuance of the situations.
Awareness: several young people testify to having understood the importance of their reaction in a real situation.
✅ Partner reactions
Significant interest , although the immersive format limits the quantitative scope.
Assessment of the quality of the content, the scenario and the educational tool.
✅ Qualitative impacts
Less formal statistical data, but a high level of emotional and cognitive engagement .
Using video as a trigger for deep and structuring discussions .
5. Hit Film's contribution 🎬
The collaboration with Hit Film stood out in several ways:
A tailored approach , adapted to the audience and the message.
High-quality immersive production , respectful of the sensitive issues of the project.
A deep understanding of social objectives , and the ability to transform complex content into a memorable experience .
Constant technical and creative support .
💬 "Hit Film has successfully combined audience engagement with a strong educational message."
6. Testimonial 🗣️
“Collaborating with Hit Film allowed us to transform a complex subject into an immersive and engaging experience tailored for young people. Their expertise in interactive production and their understanding of our objectives were key to the project’s success.” — Montreal YWCA Team
7. Conclusion 💡
Coup de poing main is a powerful example of the impact immersive technology can have in an educational and social prevention context . By addressing such a sensitive topic as consent and the reaction to disclosure, the YWCA, in collaboration with Hit Film, has created an authentic and transformative experience .
In a world where young people are exposed daily to biased representations, this type of initiative helps to deconstruct stereotypes , encourage kindness and prepare more inclusive and supportive communities .
