Abstract

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 VR FestLab on the refusal self-efficacy regarding social pressures to drink of Danish male and female students aged 15–18. VR FestLab 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 (n = 181) or the active control group (n = 191). Students in intervention schools played VR FestLab, while those in the control group played the VR game Oculus Quest—First Steps. 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. VR FestLab can be an innovative and promising contribution to complement existing school-based alcohol prevention, but more research is needed to improve its effectiveness.

Highlights

  • Introduction iationsDenmark is among the countries with the highest rate of risky alcohol use in Europe [1].A recent Danish study shows that 80% of 15–25-year-olds have experienced being drunk at least once [2]

  • This study evaluated the efficacy of the Virtual reality (VR) FestLab game aimed at improving the refusal self-efficacy of adolescents (15–18 years) who face social pressures to drink alcohol via a cluster-randomized controlled trial

  • We developed one of the first virtual reality alcohol prevention simulation games, VR

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Summary

Introduction

Denmark is among the countries with the highest rate of risky alcohol use in Europe [1]. A recent Danish study shows that 80% of 15–25-year-olds have experienced being drunk at least once [2]. Alcohol use is a major risk factor for a number of diseases and contributes as a significant factor to homicides, suicides, and motor vehicle fatalities [3]. The social development of adolescents and young adults is often negatively affected by alcohol and other substance use. Unwanted pregnancy, injuries, school failure, and other problems are associated with substance use [4,5]. Adolescents who begin drinking at a younger age tend to have lower self-esteem, be less resistant to peer pressure, and display anti-social behaviors [6]

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