Hayotte Meggy, Kreiner Jonas, Hollaus Bernhard
Université Côte d'Azur, LAMHESS, France, Campus STAPS, 261 boulevard du Mercantour, Nice, 06200, France, 33 489153936.
Management Center Innsbruck (MCI), Department of Medical, Health & Sports Engineering, Innsbruck, Austria.
JMIR Form Res. 2025 May 21;9:e63813. doi: 10.2196/63813.
Sledding is a common recreational activity in the Alpine region, practiced by families, friends, and at school, but it is rarely considered to cause serious injuries. Current actions to promote safe sledding are limited to announcements at the start of dedicated tracks or to didactic sheets presented by teachers in schools. However, these actions are currently limited and do not allow the development of piloting technique skills. Virtual reality has the potential to develop piloting skills, although the development of a virtual reality for sledding safety education needs to be guided by its acceptability.
The purpose of this study was to (1) examine the acceptability of the virtual reality game for sledding safety education from the perspective of different potential user profiles (ie, parents, teachers, and sledders) based on the Unified Theory of Acceptance and Use of Technology 2 enriched by the health locus of control (HLC), and (2) understand participants' preferences and needs in terms of features to be integrated to the technology.
Three profiles of participants (ie, parents, teachers, or sledders) were recruited through email diffusion from elementary schools, university, and ski resort announcements (Tyrol, Austria). They completed a series of questionnaires measuring: (1) demographic and general information, (2) acceptability of virtual reality sledding game for safety education (named VRodel), (3) perception of HLC, and (4) preferences and needs for VRodel.
A total of 122 participants (15 teachers, 43 parents or legal guardians, and 64 sledders) completed the survey. Findings reveal that the constructs of hedonic motivation (β=.43, P<.001), price sensitivity (β=.28, P<.001), and habit (β=.36, P<.001) explained 65% of the variance in behavioral intention to use VRodel. Two acceptability clusters were identified (low and high), but no differences between the acceptability clusters emerged based on age, status, gender, or previous virtual reality use. Internal HLC was positively correlated with all dimensions of acceptability except social influence and facilitating conditions. Some correlations between acceptability constructs were also shown with powerful others' HLC. Participants highlighted the need to include realistic visual details and realistic interactions in the virtual environment for development.
The acceptability of a virtual reality game for sledding safety education was quite high, and relationships with HLC were shown in the expected directions. Based on participants' preferences, developers are advised to promote immersion in the game.
滑雪橇是阿尔卑斯地区一项常见的娱乐活动,家庭、朋友以及学校都会参与,但人们很少认为它会导致严重伤害。目前促进安全滑雪橇的措施仅限于在专用滑道起点处进行公告,或者由学校教师发放宣传资料。然而,这些措施目前很有限,无法培养驾驶技术技能。虚拟现实有潜力培养驾驶技能,不过,用于雪橇安全教育的虚拟现实的开发需要以其可接受性为指导。
本研究的目的是:(1)基于通过健康控制点(HLC)丰富的技术接受与使用统一理论2,从不同潜在用户群体(即家长、教师和雪橇爱好者)的角度检查用于雪橇安全教育的虚拟现实游戏的可接受性;(2)了解参与者在技术要整合的功能方面的偏好和需求。
通过从小学、大学和滑雪胜地公告(奥地利蒂罗尔)发送电子邮件招募了三类参与者(即家长、教师或雪橇爱好者)。他们完成了一系列问卷,测量:(1)人口统计学和一般信息;(2)用于安全教育的虚拟现实雪橇游戏(名为VRodel)的可接受性;(3)健康控制点的认知;(4)对VRodel的偏好和需求。
共有122名参与者(15名教师、43名家长或法定监护人以及64名雪橇爱好者)完成了调查。结果显示,享乐动机(β = 0.43,P < 0.001)、价格敏感度(β = 0.28,P < 0.001)和习惯(β = 0.36,P < 0.001)这些因素解释了使用VRodel行为意向中65%的方差。确定了两个可接受性集群(低和高),但基于年龄、身份、性别或以前的虚拟现实使用情况,可接受性集群之间没有差异。内部健康控制点与除社会影响和促进条件之外的所有可接受性维度呈正相关。可接受性结构之间的一些相关性也与他人强大的健康控制点相关。参与者强调,在虚拟环境开发中需要纳入逼真的视觉细节和逼真的交互。
用于雪橇安全教育的虚拟现实游戏的可接受性相当高,并且与健康控制点的关系呈预期方向。根据参与者的偏好,建议开发者促进游戏中的沉浸感。