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Virtual Reality in Adolescent Alcohol and Other Drugs Education Programs: A Systematic Scoping Review.

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Virtual reality (VR) shows promise in adolescent alcohol and other drug (AOD) education, improving engagement and knowledge. However, current evidence mainly shows positive user experiences, with limited data on actual behavioral changes.

Keywords:
Adolescent educationAlcohol and other drugsInterventionSystematic scoping reviewUser engagementVirtual reality

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Area of Science:

  • Public Health
  • Educational Technology
  • Adolescent Psychology

Background:

  • Adolescent alcohol and other drug (AOD) use remains a significant public health concern.
  • Traditional AOD education methods often struggle with engagement and effectiveness among adolescents.
  • Virtual reality (VR) offers immersive, interactive experiences with potential to enhance educational interventions.

Purpose of the Study:

  • To systematically scope the latest applications of VR in adolescent AOD education.
  • To evaluate the existing evidence base for VR interventions targeting adolescent AOD behaviors.
  • To identify gaps in the research concerning behavioral outcomes.

Main Methods:

  • A systematic scoping review adhering to the PRISMA-Scoping guidelines.
  • Comprehensive literature search across five major databases for studies published between January 2018 and January 2025.
  • Multistage screening and evaluation of identified peer-reviewed articles.

Main Results:

  • Nine studies involving four distinct VR intervention projects were identified across five countries.
  • Interventions primarily focused on e-cigarettes (3 studies) and alcohol consumption (6 studies).
  • VR interventions demonstrated potential in influencing adolescent attitudes, knowledge, and refusal skills, with users reporting realistic and enjoyable experiences.

Conclusions:

  • Virtual reality presents an innovative approach to adolescent AOD education, enhancing engagement and perceived effectiveness.
  • Current research predominantly highlights user experience and satisfaction rather than measurable behavioral changes.
  • Further research is needed to establish the long-term behavioral impact of VR interventions in AOD education.