Given that peer pressure and social norms are often major drivers in adolescent decision-making and engagement of risk behaviors, we believe our work with Invite Only VR is essential to better understand how social pressure can be leveraged in VR interventions to have the greatest impact. We also hope to add to the dearth of rigorous work being done in VR around health education and behavior change, especially in populations at high-risk for adopting risky behaviors, such as adolescents. Overall, we hope this work will be a valuable first step in contributing to research involving VR videogame interventions and harnessing their potential power to impact health behaviors in adolescents.