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User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents

Author

Listed:
  • Julie Dalgaard Guldager

    (Unit for Health Promotion Research, Department of Public Health, University of Southern Denmark, 6700 Esbjerg, Denmark
    Research Department, University College South Denmark, 6100 Haderslev, Denmark)

  • Satayesh Lavasani Kjær

    (Unit for Health Promotion Research, Department of Public Health, University of Southern Denmark, 6700 Esbjerg, Denmark)

  • Patricia Lyk

    (Game Development and Learning Technology, The Maersk Mc-Kinney Moller Institute, University of Southern Denmark, 5230 Odense, Denmark)

  • Timo Dietrich

    (Social Marketing @ Griffith, Griffith Business School, Griffith University, Nathan QLD 4111 Brisbane, Australia)

  • Sharyn Rundle-Thiele

    (Social Marketing @ Griffith, Griffith Business School, Griffith University, Nathan QLD 4111 Brisbane, Australia)

  • Gunver Majgaard

    (Game Development and Learning Technology, The Maersk Mc-Kinney Moller Institute, University of Southern Denmark, 5230 Odense, Denmark)

  • Christiane Stock

    (Unit for Health Promotion Research, Department of Public Health, University of Southern Denmark, 6700 Esbjerg, Denmark
    Institute for Health and Nursing Science, Charité—Universitätsmedizin Berlin, corporate member of Freie Universität Berlin, Humboldt-Universität zu Berlin, and Berlin Institute of Health, 13353 Berlin, Germany)

Abstract

This pilot study explores 31 Danish adolescent user experiences for the newly developed virtual party simulation app—Virtual Reality (VR) FestLab. The main objective of this study was to investigate usability for VR FestLab, which aims to improve alcohol resistance skills for Danish adolescents. A secondary objective was to understand gameplay experiences. The study is a mixed method study that draws on questionnaire data ( n = 31) and focus group interviews ( n = 10) of boarding school students participating in the pilot study. Descriptive statistics were used to examine quantitative data, and qualitative data were analyzed thematically. Quantitative findings indicated that gameplay experiences of the VR simulation were positive, and all User Experience Questionnaire (UEQ) items were answered positively. The focus group interviews showed that adolescents found the simulation to be realistic. Feedback indicated that the group pressure experienced in the simulation was regarded to be less than in real life. Adolescents had varying approaches to playing the VR simulation, they thought the quality of the simulation was good, and only a few users experienced technical difficulties. These initial study findings indicate that VR FestLab is a promising tool for the prevention of alcohol use among adolescents.

Suggested Citation

  • Julie Dalgaard Guldager & Satayesh Lavasani Kjær & Patricia Lyk & Timo Dietrich & Sharyn Rundle-Thiele & Gunver Majgaard & Christiane Stock, 2020. "User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents," IJERPH, MDPI, vol. 17(19), pages 1-14, September.
  • Handle: RePEc:gam:jijerp:v:17:y:2020:i:19:p:6945-:d:417809
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    References listed on IDEAS

    as
    1. Hudson, Sarah & Matson-Barkat, Sheila & Pallamin, Nico & Jegou, Guillaume, 2019. "With or without you? Interaction and immersion in a virtual reality experience," Journal of Business Research, Elsevier, vol. 100(C), pages 459-468.
    2. Lotte Vallentin-Holbech & Julie Dalgaard Guldager & Timo Dietrich & Sharyn Rundle-Thiele & Gunver Majgaard & Patricia Lyk & Christiane Stock, 2020. "Co-Creating a Virtual Alcohol Prevention Simulation with Young People," IJERPH, MDPI, vol. 17(3), pages 1-12, February.
    3. Sarah Hudson & Sheila Matson-Barkat & Nico Pallamin & Guillaume Jégou, 2019. "With or without you? Interaction and immersion in a virtual reality experience," Post-Print hal-02159315, HAL.
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    Cited by:

    1. Zhidiankui Xu & Yu Wu & Yixi Bao & Jiawei Li & Zhengzhong Zhou, 2023. "Using Co-Design to Explore New Trends in Future Kitchen Designs: An Exploratory Workshop Study of College Students in China," IJERPH, MDPI, vol. 20(2), pages 1-22, January.
    2. Hongqidi Li & Wenyi Dong & Zhimeng Wang & Nuo Chen & Jianping Wu & Guangxin Wang & Ting Jiang, 2021. "Effect of a Virtual Reality-Based Restorative Environment on the Emotional and Cognitive Recovery of Individuals with Mild-to-Moderate Anxiety and Depression," IJERPH, MDPI, vol. 18(17), pages 1-30, August.
    3. Christina Prediger & Robert Hrynyschyn & Iasmina Iepan & Christiane Stock, 2022. "Adolescents’ Perceptions of Gender Aspects in a Virtual-Reality-Based Alcohol-Prevention Tool: A Focus Group Study," IJERPH, MDPI, vol. 19(9), pages 1-17, April.
    4. Julie Dalgaard Guldager & Satayesh Lavasani Kjær & Ulrike Grittner & Christiane Stock, 2022. "Efficacy of the Virtual Reality Intervention VR FestLab on Alcohol Refusal Self-Efficacy: A Cluster-Randomized Controlled Trial," IJERPH, MDPI, vol. 19(6), pages 1-18, March.

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