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Adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in Germany: A focus group study

BACKGROUND: Excessive alcohol consumption is a major public health problem, with substance use early in life contributing to higher levels of use later in life. Virtual reality (VR) is an innovative technology for alcohol prevention among adolescents that could solve the problem of insufficient outr...

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Autores principales: Hrynyschyn, Robert, Prediger, Christina, Lyk, Patricia, Majgaard, Gunver, Helmer, Stefanie Maria, Stock, Christiane
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10038231/
https://www.ncbi.nlm.nih.gov/pubmed/36969627
http://dx.doi.org/10.3389/fpubh.2023.1054015
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author Hrynyschyn, Robert
Prediger, Christina
Lyk, Patricia
Majgaard, Gunver
Helmer, Stefanie Maria
Stock, Christiane
author_facet Hrynyschyn, Robert
Prediger, Christina
Lyk, Patricia
Majgaard, Gunver
Helmer, Stefanie Maria
Stock, Christiane
author_sort Hrynyschyn, Robert
collection PubMed
description BACKGROUND: Excessive alcohol consumption is a major public health problem, with substance use early in life contributing to higher levels of use later in life. Virtual reality (VR) is an innovative technology for alcohol prevention among adolescents that could solve the problem of insufficient outreach to the target group of young people. The co-created German Virtual LimitLab simulation is one of the few examples of VR-based alcohol prevention tools and consists of a virtual house party simulation. The aims of Virtual LimitLab are to increase the users' awareness of how social pressure can influence their own decision-making as well as to enable various actions and communication strategies in order to train competencies when dealing with alcohol. The present study thus aims to explore adolescents' content- and technique-specific perceptions of Virtual LimitLab in order to gain insights into user experiences and to test the prototype with the German target group. METHODS: Four semi-structured focus groups with adolescents aged 15–18 years (n = 13) were conducted and analyzed using thematic analyses. A user experience questionnaire (UEQ–S) was applied in order to quantitatively assess adolescents' satisfaction with Virtual LimitLab. RESULTS: Three main themes were identified (VR experience, content, and technical aspects). Participants positively assessed both the content and the technical aspects of Virtual LimitLab. This trend was also seen by the UEQ–S data, which yielded positive ratings for both pragmatic and hedonic quality. The broad variety of options in the simulation that allow the user to try new behaviors was perceived particularly positively. In general, Virtual LimitLab was regarded as an innovative tool that encourages adolescents to think critically about their personal alcohol consumption. Technical errors in the simulation and users' difficulties in identifying with the simulation were the main points of criticism. CONCLUSIONS: Feedback from adolescent users revealed positive and therefore promising results when using Virtual LimitLab as a gaming alcohol-prevention tool. Some technical aspects still need to be improved in order to further refine the prototype, and suggestions for expanding the content of the application have already been made.
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spelling pubmed-100382312023-03-25 Adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in Germany: A focus group study Hrynyschyn, Robert Prediger, Christina Lyk, Patricia Majgaard, Gunver Helmer, Stefanie Maria Stock, Christiane Front Public Health Public Health BACKGROUND: Excessive alcohol consumption is a major public health problem, with substance use early in life contributing to higher levels of use later in life. Virtual reality (VR) is an innovative technology for alcohol prevention among adolescents that could solve the problem of insufficient outreach to the target group of young people. The co-created German Virtual LimitLab simulation is one of the few examples of VR-based alcohol prevention tools and consists of a virtual house party simulation. The aims of Virtual LimitLab are to increase the users' awareness of how social pressure can influence their own decision-making as well as to enable various actions and communication strategies in order to train competencies when dealing with alcohol. The present study thus aims to explore adolescents' content- and technique-specific perceptions of Virtual LimitLab in order to gain insights into user experiences and to test the prototype with the German target group. METHODS: Four semi-structured focus groups with adolescents aged 15–18 years (n = 13) were conducted and analyzed using thematic analyses. A user experience questionnaire (UEQ–S) was applied in order to quantitatively assess adolescents' satisfaction with Virtual LimitLab. RESULTS: Three main themes were identified (VR experience, content, and technical aspects). Participants positively assessed both the content and the technical aspects of Virtual LimitLab. This trend was also seen by the UEQ–S data, which yielded positive ratings for both pragmatic and hedonic quality. The broad variety of options in the simulation that allow the user to try new behaviors was perceived particularly positively. In general, Virtual LimitLab was regarded as an innovative tool that encourages adolescents to think critically about their personal alcohol consumption. Technical errors in the simulation and users' difficulties in identifying with the simulation were the main points of criticism. CONCLUSIONS: Feedback from adolescent users revealed positive and therefore promising results when using Virtual LimitLab as a gaming alcohol-prevention tool. Some technical aspects still need to be improved in order to further refine the prototype, and suggestions for expanding the content of the application have already been made. Frontiers Media S.A. 2023-03-10 /pmc/articles/PMC10038231/ /pubmed/36969627 http://dx.doi.org/10.3389/fpubh.2023.1054015 Text en Copyright © 2023 Hrynyschyn, Prediger, Lyk, Majgaard, Helmer and Stock. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Public Health
Hrynyschyn, Robert
Prediger, Christina
Lyk, Patricia
Majgaard, Gunver
Helmer, Stefanie Maria
Stock, Christiane
Adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in Germany: A focus group study
title Adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in Germany: A focus group study
title_full Adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in Germany: A focus group study
title_fullStr Adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in Germany: A focus group study
title_full_unstemmed Adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in Germany: A focus group study
title_short Adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in Germany: A focus group study
title_sort adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in germany: a focus group study
topic Public Health
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10038231/
https://www.ncbi.nlm.nih.gov/pubmed/36969627
http://dx.doi.org/10.3389/fpubh.2023.1054015
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