Virtual Reality-Based Alcohol Prevention: The Results of a Cross-Sectional Study with Visitors of an Art Exhibition
Robert Hrynyschyn,
Sergej Kucenko,
Patricia Bianca Lyk,
Gunver Majgaard,
Susanne Rockweiler,
Sara Stehr,
Christiane Stock
Affiliations
Robert Hrynyschyn
Charité—Universitätsmedizin Berlin, Corporate Member of Freie Universität Berlin and Humboldt-Universität zu Berlin, Institute of Health and Nursing Science, 13347 Berlin, Germany
Sergej Kucenko
Department of Health Sciences, Hamburg University of Applied Sciences, 20099 Hamburg, Germany
Patricia Bianca Lyk
Game Development and Learning Technology, The Maersk Mc-Kinney Moller Institute, University of Southern Denmark, 5000 Odense, Denmark
Gunver Majgaard
Game Development and Learning Technology, The Maersk Mc-Kinney Moller Institute, University of Southern Denmark, 5000 Odense, Denmark
Susanne Rockweiler
Stiftung Welt der Versuchungen, 99089 Erfurt, Germany
Sara Stehr
Stiftung Welt der Versuchungen, 99089 Erfurt, Germany
Christiane Stock
Charité—Universitätsmedizin Berlin, Corporate Member of Freie Universität Berlin and Humboldt-Universität zu Berlin, Institute of Health and Nursing Science, 13347 Berlin, Germany
Virtual reality (VR) can help to prevent alcohol consumption by simulating peer pressure. While existing VR applications for adolescents are primarily tested in schools, expanding them to museums and art galleries offers setting-specific benefits and could enhance their reach. An interactive VR simulation was presented in an art exhibition on substance use reflection. This study aimed to (1) describe visitor experiences with the simulation and (2) analyse differences according to gender and age. Visitors (n = 293) explored Virtual LimitLab for about 15 min before completing a survey on user experience and perceived learning experiences, which also included open questions on its positive and negative aspects. The quantitative user experience and perceived learning experience items were rated positively, except for knowledge increase. Young visitors (≤18 years of age) perceived Virtual LimitLab as more interesting (p = 0.043) and exciting (p = 0.047) than older ones. Female visitors rated the reflective response (p = 0.016) and sensitisation to social pressure (p = 0.024) higher than males. The qualitative evaluation showed that visitors appreciated the simulation’s realism, authenticity and adaptability. VR-based public health interventions in the arts setting need further research to study their preventive potential.