Virtual Environments can verily be considered as key component of next-generation systems, because they surpass conventional multi-media thus, allowing an active and responsive interface. The paper suggests that such persuasive computing technology can be effectively used to alter children's attitudes in a predetermined way and an impediment to youth deviancy in Pakistan which is at rife. It can be achieved by applying synthetic characters that will create feeling of social presence by establishing credible and empathic relationship with the user. This association will be used for improvised dramatic exploration of deviancy issues by allowing students to investigate alternative choices and actions in a peaceful environment. In collaboration with partner schools, this Virtual Learning Environment will be evaluated for pedagogical outcomes as well as for emotional and social impact on its child users.