User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents
Abstract
:1. Introduction
2. Materials and Methods
2.1. The VR FestLab Prototype
2.2. Participants
2.3. Data Collection
3. Results
3.1. Quantitative Results
3.2. Qualitative Results
3.2.1. Attitudes towards VR FestLab as an Alcohol Prevention Tool
I think it gives a quite good image of a party, and I think it’s a really good way to teach people what a party is like without having to attend one [in real life].
I have always learned that you should say no to drinking alcohol. VR FestLab is probably the best so far compared to what I have been learning from teachers and classmates, because the game allows you to make your own decisions and to see what happens if you to choose to drink alcohol or not. It is a quite cool approach, instead of just looking at a piece of paper, or something like that.
3.2.2. What can Adolescents Learn from VR FestLab?
I feel that it taught me [about alcohol] from a slightly different perspective. For those who have a hard time saying no [when offered a drink], they may also need to try the game and find out that it’s actually okay to say no to a drink.
I think it is applicable for both people who have tried drinking alcohol before, and for non-drinkers. It is also an important detail, that they can see when the alcohol gets out of your system.
My thoughts were like “no, maybe I shouldn’t just have a beer right now, maybe I should wait a bit so I’m a little sober”—and then I took a beer a little later...[...]...Yes, it was because of the BAC bar and I didn’t want to cross the limit, because then I knew I would black out.
3.2.3. Adolescents´ Perceptions of VR FestLab
I was pleasantly surprised and thought it was a pretty cool experience. I think the game was very well-constructed. And there were some cool scenarios to choose from.
... if you chose to drink a beer with the guy who was a bit of a player, then he just kept asking, “you should have just one more beer”, “you should have just one more beer”, “you should have just one more beer”. That was all he could say.
If you chose to drink a soft drink, there wasn’t much else to do in the game. The wild things would probably happen if you accepted alcohol. So, there should be something for us who says no, because otherwise it ruins the game a bit...
3.2.4. VR FestLab versus a Real-Life Party
I think it was a surprisingly good example of a party. At least the ones I’ve experienced. I think you experience a lot of party atmosphere. But you didn’t notice it was a video at all. It actually seemed like you were there in reality.
I think it affected me because you could see the different things happening all around, and you were just like “inside” the game. You were also allowed to experience it yourself, and to make your mistakes in some way. Just inside a game.
In real life, if someone says, “do you want a drink?” and you say no, then you can get a reaction where the other person does a face expressing: “okay you are such a bummer!”. Not that the other person has to say it, but you can feel it. Because the other person can give you a reaction like “Okay a boring type, okay a party pooper”. And you just don’t get that reaction [in the game] because you just walk away from the characters.
3.2.5. VR FestLab Gameplay Experiences
If you want to experience it all, then you have to try it at least once more, if not twice, in order to try out the choices you want to. To try it all and see how it develops better if you drink more or less.
The game was good. Well, it could be a lot better, but considering that there are a lot of students participating, you probably didn’t have the best opportunities. But it wasn’t something you noticed—it wasn’t something I thought about so much.
4. Discussion
5. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Characteristics | Total | |
---|---|---|
Perceived family affluence, n (%) | ||
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), n (%) | ||
No | 3 | (9.7) |
Yes | 28 | (90.3) |
Lifetime ever been drunk, n (%) | ||
No | 7 | (22.6) |
Yes | 24 | (77.4) |
Lifetime binge drinking, n (%) | ||
No | 7 | (22.6) |
Yes | 24 | (77.4) |
Alcohol use within the last 30 days, n (%) | ||
Never | 11 | (35.5) |
One time | 6 | (19.4) |
Two or more times | 14 | (45.2) |
Been drunk within the last 30 days, n (%) | ||
Never | 17 | (54.8) |
One time | 10 | (32.3) |
Two or more times | 4 | (12.8) |
Binge drinking within the last 30 days, n (%) | ||
Never | 17 | (54.8) |
One time | 7 | (22.6) |
Two or more times | 7 | (22.6) |
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Guldager, J.D.; Kjær, S.L.; Lyk, P.; Dietrich, T.; Rundle-Thiele, S.; Majgaard, G.; Stock, C. User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents. Int. J. Environ. Res. Public Health 2020, 17, 6945. https://doi.org/10.3390/ijerph17196945
Guldager JD, Kjær SL, Lyk P, Dietrich T, Rundle-Thiele S, Majgaard G, Stock C. User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents. International Journal of Environmental Research and Public Health. 2020; 17(19):6945. https://doi.org/10.3390/ijerph17196945
Chicago/Turabian StyleGuldager, Julie Dalgaard, Satayesh Lavasani Kjær, Patricia Lyk, Timo Dietrich, Sharyn Rundle-Thiele, Gunver Majgaard, and Christiane Stock. 2020. "User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents" International Journal of Environmental Research and Public Health 17, no. 19: 6945. https://doi.org/10.3390/ijerph17196945
APA StyleGuldager, J. D., Kjær, S. L., Lyk, P., Dietrich, T., Rundle-Thiele, S., Majgaard, G., & Stock, C. (2020). User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents. International Journal of Environmental Research and Public Health, 17(19), 6945. https://doi.org/10.3390/ijerph17196945