| Literature DB >> 32977501 |
Julie Dalgaard Guldager1,2, Satayesh Lavasani Kjær1, Patricia Lyk3, Timo Dietrich4, Sharyn Rundle-Thiele4, Gunver Majgaard3, Christiane Stock1,5.
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.Entities:
Keywords: alcohol prevention; drug resistance skills; pupils; school; students; user experiences; virtual reality
Mesh:
Year: 2020 PMID: 32977501 PMCID: PMC7579059 DOI: 10.3390/ijerph17196945
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Screenshots illustrating two of the decision points in VR FestLab. (a) Scene: Dancefloor. Girl asks: “Would you like something to drink?” Answer possibilities: “Go to the bar”, “No thanks (talk to Malou)”, “Drink and keep on dancing”. (b) Scene: Bar. Bartender asks: “Would you like something to drink?” Answer possibilities: “Nothing”, “Beer”, “Soft drink”, “Breezer”, “Shots”.
Characteristics of the respondents (n = 31).
| Characteristics | Total | |
|---|---|---|
| Perceived family affluence, | ||
| Quite well-off a | 7 | (22.6) |
| Average | 21 | (67.7) |
| Not well-off b | 3 | (9.7) |
| Lifetime alcohol use (at least one drink), | ||
| No | 3 | (9.7) |
| Yes | 28 | (90.3) |
| Lifetime ever been drunk, | ||
| No | 7 | (22.6) |
| Yes | 24 | (77.4) |
| Lifetime binge drinking, | ||
| No | 7 | (22.6) |
| Yes | 24 | (77.4) |
| Alcohol use within the last 30 days, | ||
| Never | 11 | (35.5) |
| One time | 6 | (19.4) |
| Two or more times | 14 | (45.2) |
| Been drunk within the last 30 days, | ||
| Never | 17 | (54.8) |
| One time | 10 | (32.3) |
| Two or more times | 4 | (12.8) |
| Binge drinking within the last 30 days, | ||
| Never | 17 | (54.8) |
| One time | 7 | (22.6) |
| Two or more times | 7 | (22.6) |
a No despondences in the category of “Very well-off”. b Response options “Not so well-off” and “Not at all well-off” combined.
Figure 2Game enjoyment of students in percentages (n = 31).
Figure 3Game experiences (Short User Experience Questionnaire (UEQ)) of students, mean value (n = 31).