Charité - Universitätsmedizin Berlin, corporate member of Freie Universität Berlin and Humboldt Universität zu Berlin, Institute of Health and Nursing Science, Berlin, Germany.
Leibniz Science Campus Digital Public Health, Bremen, Germany.
Front Public Health. 2023 Mar 10;11:1054015. doi: 10.3389/fpubh.2023.1054015. eCollection 2023.
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 simulation is one of the few examples of VR-based alcohol prevention tools and consists of a virtual house party simulation. The aims of 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 in order to gain insights into user experiences and to test the prototype with the German target group.
Four semi-structured focus groups with adolescents aged 15-18 years ( = 13) were conducted and analyzed using thematic analyses. A user experience questionnaire (UEQ-S) was applied in order to quantitatively assess adolescents' satisfaction with .
Three main themes were identified (, and ). Participants positively assessed both the content and the technical aspects of . 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, 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.
Feedback from adolescent users revealed positive and therefore promising results when using 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.
过度饮酒是一个主要的公共卫生问题,青少年时期的物质使用会导致以后更高的使用水平。虚拟现实(VR)是一种针对青少年的创新型酒精预防技术,它可以解决目标人群青少年接触不足的问题。合作开发的德国模拟应用程序是为数不多的基于 VR 的酒精预防工具之一,它由一个虚拟家庭聚会模拟组成。该应用程序的目的是提高用户对社会压力如何影响自己决策的认识,并使他们能够采取各种行动和沟通策略,从而在处理酒精问题时培养能力。因此,本研究旨在探讨青少年对该应用程序的具体内容和技术的看法,以了解用户体验,并在德国目标群体中对原型进行测试。
对 15-18 岁的青少年进行了四次半结构化焦点小组讨论,并使用主题分析进行了分析。还应用了用户体验问卷(UEQ-S)来定量评估青少年对 的满意度。
确定了三个主题(、和)。参与者对的内容和技术方面都给予了积极评价。UEQ-S 数据也显示了这一趋势,对实用和享乐质量都给出了积极的评价。模拟中允许用户尝试新行为的广泛选择选项被认为特别积极。总的来说,被认为是一种创新工具,鼓励青少年批判性地思考自己的个人饮酒行为。模拟中的技术错误和用户难以认同模拟是主要的批评点。
从青少年用户那里得到的反馈表明,使用作为游戏性的酒精预防工具具有积极的前景。为了进一步完善原型,仍需要改进一些技术方面,并已提出了扩展应用内容的建议。