TY - JOUR
T1 - User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents
AU - Guldager, Julie Dalgaard
AU - Lavasani Kjær, Satayesh
AU - Lyk, Patricia
AU - Dietrich, Timo
AU - Rundle-Thiele, Sharyn
AU - Majgaard, Gunver
AU - Stock, Christiane
PY - 2020/9/23
Y1 - 2020/9/23
N2 - This pilot study explores 31 Danish adolescent user experiences for the newly developedvirtual party simulation app—Virtual Reality (VR) FestLab. The main objective of this study wasto investigate usability for VR FestLab, which aims to improve alcohol resistance skills for Danishadolescents. A secondary objective was to understand gameplay experiences. The study is a mixedmethod study that draws on questionnaire data (n = 31) and focus group interviews (n = 10) ofboarding school students participating in the pilot study. Descriptive statistics were used to examinequantitative data, and qualitative data were analyzed thematically. Quantitative findings indicatedthat 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 thesimulation to be realistic. Feedback indicated that the group pressure experienced in the simulationwas regarded to be less than in real life. Adolescents had varying approaches to playing the VRsimulation, they thought the quality of the simulation was good, and only a few users experiencedtechnical difficulties. These initial study findings indicate that VR FestLab is a promising tool for theprevention of alcohol use among adolescents.
AB - This pilot study explores 31 Danish adolescent user experiences for the newly developedvirtual party simulation app—Virtual Reality (VR) FestLab. The main objective of this study wasto investigate usability for VR FestLab, which aims to improve alcohol resistance skills for Danishadolescents. A secondary objective was to understand gameplay experiences. The study is a mixedmethod study that draws on questionnaire data (n = 31) and focus group interviews (n = 10) ofboarding school students participating in the pilot study. Descriptive statistics were used to examinequantitative data, and qualitative data were analyzed thematically. Quantitative findings indicatedthat 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 thesimulation to be realistic. Feedback indicated that the group pressure experienced in the simulationwas regarded to be less than in real life. Adolescents had varying approaches to playing the VRsimulation, they thought the quality of the simulation was good, and only a few users experiencedtechnical difficulties. These initial study findings indicate that VR FestLab is a promising tool for theprevention of alcohol use among adolescents.
U2 - 10.3390/ijerph17196945
DO - 10.3390/ijerph17196945
M3 - Journal article
SN - 1661-7827
VL - 17
JO - International Journal of Environmental Research and Public Health
JF - International Journal of Environmental Research and Public Health
IS - 19
ER -