Guldager Julie Dalgaard, Kjær Satayesh Lavasani, Grittner Ulrike, Stock Christiane
Unit for Health Promotion Research, Department of Public Health, University of Southern Denmark, Degnevej 14, DK6705 Esbjerg, Denmark.
Department of Physiotherapy, University College South Denmark, Degnevej 16, DK6705 Esbjerg, Denmark.
Int J Environ Res Public Health. 2022 Mar 10;19(6):3293. doi: 10.3390/ijerph19063293.
It is currently unknown whether a virtual social environment can support young people in building their skills to overcome peer pressure when offered alcohol. This study evaluated the efficacy of the newly developed virtual reality simulation game on the refusal self-efficacy regarding social pressures to drink of Danish male and female students aged 15-18. features a party setting where adolescents can "steer" their own party experience. Eleven schools were included in a cluster-randomized controlled trial and allocated to either the intervention ( = 181) or the active control group ( = 191). Students in intervention schools played , while those in the control group played the VR game . The primary outcome measure was the social pressure subscale of the drinking refusal self-efficacy scale (DRSEQ-RA). The intervention effects were measured immediately after the intervention/control session (T1) and after a 6-week follow-up (T2). Data were examined using linear mixed regression models. Our study did not demonstrate a significant effect of drinking refusal self-efficacy at T1. For all secondary outcomes, we observed no substantial differences between the intervention and control groups. This study provides new insights into the feasibility and effectiveness of an innovative virtual reality alcohol prevention tool. can be an innovative and promising contribution to complement existing school-based alcohol prevention, but more research is needed to improve its effectiveness.
目前尚不清楚虚拟社交环境是否能够帮助年轻人培养技能,以克服在有人提供酒精时来自同龄人的压力。本研究评估了新开发的虚拟现实模拟游戏对15至18岁丹麦男女学生面对饮酒社会压力时拒绝自我效能的影响。该游戏以派对为场景,青少年在其中可以“掌控”自己的派对体验。11所学校被纳入一项整群随机对照试验,并被分配到干预组(n = 181)或积极对照组(n = 191)。干预组学校的学生玩该游戏,而对照组的学生玩虚拟现实游戏。主要结局指标是饮酒拒绝自我效能量表(DRSEQ - RA)中的社会压力分量表。在干预/对照课程结束后立即(T1)以及6周随访后(T2)测量干预效果。使用线性混合回归模型对数据进行分析。我们的研究未显示在T1时饮酒拒绝自我效能有显著效果。对于所有次要结局,我们观察到干预组和对照组之间没有实质性差异。本研究为一种创新的虚拟现实酒精预防工具的可行性和有效性提供了新的见解。该游戏可为补充现有的基于学校的酒精预防工作做出创新且有前景的贡献,但需要更多研究来提高其有效性。