dc.contributor.author
Hrynyschyn, Robert
dc.contributor.author
Prediger, Christina
dc.contributor.author
Lyk, Patricia
dc.contributor.author
Majgaard, Gunver
dc.contributor.author
Helmer, Stefanie Maria
dc.contributor.author
Stock, Christiane
dc.date.accessioned
2023-09-21T11:59:01Z
dc.date.available
2023-09-21T11:59:01Z
dc.identifier.uri
https://refubium.fu-berlin.de/handle/fub188/40937
dc.identifier.uri
http://dx.doi.org/10.17169/refubium-40658
dc.description.abstract
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.
en
dc.rights.uri
https://creativecommons.org/licenses/by/4.0/
dc.subject
virtual reality
en
dc.subject
user experience
en
dc.subject
alcohol prevention
en
dc.subject
qualitative research
en
dc.subject.ddc
600 Technik, Medizin, angewandte Wissenschaften::610 Medizin und Gesundheit::610 Medizin und Gesundheit
dc.title
Adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in Germany: A focus group study
dc.type
Wissenschaftlicher Artikel
dcterms.bibliographicCitation.articlenumber
1054015
dcterms.bibliographicCitation.doi
10.3389/fpubh.2023.1054015
dcterms.bibliographicCitation.journaltitle
Frontiers in Public Health
dcterms.bibliographicCitation.originalpublishername
Frontiers Media SA
dcterms.bibliographicCitation.volume
11
refubium.affiliation
Charité - Universitätsmedizin Berlin
refubium.resourceType.isindependentpub
no
dcterms.accessRights.openaire
open access
dcterms.bibliographicCitation.pmid
36969627
dcterms.isPartOf.eissn
2296-2565