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User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents
Julie Dalgaard Guldager1,2, Satayesh Lavasani Kjær1, Patricia Lyk3
1Unit for Health Promotion Research, Department of Public Health, University of Southern Denmark, 6700 Esbjerg, Denmark.
International Journal of Environmental Research and Public Health
|September 26, 2020
Summary
This study found that the virtual reality (VR) app, VR FestLab, shows promise for improving alcohol resistance skills in adolescents. User feedback was positive, highlighting realistic gameplay and good usability for preventing underage drinking.
Area of Science:
- Adolescent Health
- Virtual Reality Applications
- Substance Use Prevention
Background:
- Adolescent alcohol use remains a significant public health concern.
- Developing effective, engaging interventions for alcohol resistance is crucial.
- Virtual Reality (VR) technology offers novel platforms for immersive health education and skill-building.
Purpose of the Study:
- To evaluate the usability and gameplay experience of VR FestLab, a new VR application designed to enhance alcohol resistance skills in Danish adolescents.
- To gather qualitative and quantitative user feedback on the realism and effectiveness of the VR simulation in a real-world context.
Main Methods:
- A mixed-methods approach was employed, combining questionnaire data (n=31) and focus group interviews (n=10) with Danish adolescents.
- Quantitative data from the User Experience Questionnaire (UEQ) were analyzed using descriptive statistics.
- Qualitative data from focus groups were analyzed thematically to explore user perceptions and experiences.
Main Results:
- Quantitative findings revealed positive user experiences with VR FestLab, with all UEQ items receiving favorable responses.
- Qualitative analysis indicated that adolescents perceived the VR simulation as realistic, though group pressure felt less intense than in real life.
- Users generally reported good simulation quality, with only minor technical difficulties encountered by a few participants.
Conclusions:
- VR FestLab demonstrates potential as an innovative tool for adolescent alcohol use prevention programs.
- The positive usability and perceived realism suggest VR simulations can be effective platforms for practicing alcohol resistance skills.
- Further research is warranted to explore the long-term impact and scalability of VR-based interventions for youth substance use prevention.

