2020
DOI: 10.3390/ijerph17196945
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User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents

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… Show more

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Cited by 14 publications
(26 citation statements)
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“…On the conceptual side, peer pressure should play a more important role in VR prevention programs because reacting to peer pressure is one central educational goal. This is in accordance with the findings of Dalgaard Guldager et al [36] who published a study on usability and game experience of VR FestLab after the systematic search of this review was conducted. Participants here pointed out that peer pressure in the VR simulation has been "less than what the adolescents might experience in real life" [36] (p. 9).…”
Section: Discussionsupporting
confidence: 92%
“…On the conceptual side, peer pressure should play a more important role in VR prevention programs because reacting to peer pressure is one central educational goal. This is in accordance with the findings of Dalgaard Guldager et al [36] who published a study on usability and game experience of VR FestLab after the systematic search of this review was conducted. Participants here pointed out that peer pressure in the VR simulation has been "less than what the adolescents might experience in real life" [36] (p. 9).…”
Section: Discussionsupporting
confidence: 92%
“…This certainly requires further exploration, as it is unknown whether this lack of intervention effect is rooted in the program theory [ 34 ] regarding the education, training, modelling, and coercion/incentivization elements of the simulation or in its technical realization, and/or the content/characters of the virtual simulation. However, qualitative findings from the pilot testing of VR FestLab do not suggest a failure in the intervention design because the users provided positive feedback with regard to many features of the simulation game and would like to explore it further [ 56 ]. However, since users steer the gameplay experience, it remains unclear which educational elements the students in the intervention group actually received, and the composition of intervention elements was not uniform for all study participants in the intervention group.…”
Section: Discussionmentioning
confidence: 99%
“…Behavioral change approaches have been criticized for their consumer myopia (Brennan et al, 2016) and future research is recommended to ascertain whether CBE can be applied to generate multi-faceted solutions extending beyond individual behavior change. Methods such as collective intelligence (for examples see Domegan et al, 2016; Domegan et al, 2017; Fauville et al, 2018) and living labs (Guldager et al, 2020; Vallentin-Holbech et al, 2020) can be applied within the co-creation phase to generate stakeholder consensus on solutions for implementation.…”
Section: Discussionmentioning
confidence: 99%