In recent years, anger management has received considerable attention in the school setting. Youth suffering from elevated anger often relates to health problems, typically cardiovascular diseases; physical aggression, negative verbal responses, and drug use have also been reported as a negative consequence of unmanaged anger. While many forms of treatment currently exist, they often require a counselor's assistance in providing suitable de-escalation methods. For public schools, most states have difficulties allocating funding to establish a large enough school counseling program; therefore, anger management services are not commonly accessible in schools. Virtual Reality (VR) creates an immersive experience through computer-generated environments. First popularized as a game enhancement, VR has contributed to academia by recreating a desired atmosphere, notably within psychological research. This study investigates the potential of a virtual reality de-escalation mechanism to increase its accessibility and affordability in a school setting. The program aims to achieve an immediate de-escalation for the youth through a calm room with minimal adult assistance and prepare them to re-enter the real world by creating a solution to a common anger trigger which can hopefully eventually reduce their dependence on the technology.