User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents

Julie Dalgaard Guldager, Satayesh Lavasani Kjær, Patricia Lyk, Timo Dietrich, Sharyn Rundle-Thiele, Gunver Majgaard, Christiane Stock

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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.
TidsskriftInternational Journal of Environmental Research and Public Health
Udgave nummer19
Antal sider14
StatusUdgivet - 23 sep. 2020