Factors Associated With Risky Drinking Decisions in a Virtual Reality Alcohol Prevention Simulation: Structural Equation Model.

IF 1.8
JMIR XR and spatial computing Pub Date : 2024-05-06 eCollection Date: 2024-01-01 DOI:10.2196/56188
Robert Hrynyschyn, Julie Dalgaard Guldager, Daniel Schulze, Patricia Bianca Lyk, Gunver Majgaard, Christiane Stock
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引用次数: 0

Abstract

Background: Risky alcohol consumption among adolescents is a significant public health concern in most Western countries. Various motives and factors (eg, sensation seeking, gender, reduced self-efficacy) known in the literature are associated with risky drinking decisions in real life. Efforts to tackle risky drinking decisions in real life through skills training to deal with social pressures have been successful. However, interventions of this nature require significant resources. Technological solutions, such as virtual reality (VR), offer advantages, as they enable immersive experiences that replicate real-life scenarios. However, a question persists pertaining to the fidelity of real-world behaviors within virtual environments.

Objective: This study is exploratory and aims to ascertain if the established drinking motives and factors for risky drinking decisions are transferrable to the virtual environment in the simulation game VR FestLab and to uncover determinants linked to risky drinking decisions within the simulation.

Methods: The study analyzed data from the intervention arm of a cluster-randomized study of 161 Danish students aged 14-18 years who tested the virtual alcohol prevention simulation VR FestLab. At baseline and before playing VR FestLab, independent variables such as age, gender, alcohol consumption, use of other drugs, sensation seeking, drinking refusal skills, knowledge of blood alcohol concentration, and refusal communication skills were recorded. The dependent variable, virtual risk decisions, was measured immediately after the gameplay. Confirmatory factor analysis and structural equation modeling were used to examine the latent variables in relation to virtual risk decisions. Moderation analyses for age and gender in relation to the latent characteristics and the primary outcome were also conducted.

Results: The data indicate that 73.9% (119/161) of the participants engaged in binge drinking at least once in their lifetime. The confirmatory factor analysis demonstrated a good fit of the items for their respective constructs; therefore, they were adopted without modification in the structural equation model. The data suggest that individuals with prior alcohol experience are 4 times more likely to engage in virtual risk decisions within the simulated environment (odds ratio 4.31, 95% CI 1.70-10.84; P=.01). Knowledge and awareness of blood alcohol concentration were associated with a lower chance to engage in virtual risk decisions (odds ratio 0.32, 95% CI 0.11-0.93; P=.04). However, no significant associations were found between virtual risk decisions and other latent variables. Gender and age did not moderate the associations.

Conclusions: The immersive and lifelike properties of VR partially reflected risk-related decisions. However, it remains unclear which factors favor the mapping of real-world behaviors in virtual simulations. Therefore, future research should address the mechanisms underlying behavioral dynamics in virtual simulations and explore the translation of virtual behaviors into real behaviors to gain a comprehensive understanding of the potential of virtual simulations for alcohol prevention.

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在虚拟现实酒精预防模拟中与危险饮酒决策相关的因素:结构方程模型。
背景:在大多数西方国家,青少年危险饮酒是一个重要的公共卫生问题。文献中已知的各种动机和因素(例如,寻求感觉、性别、自我效能降低)与现实生活中的冒险饮酒决定有关。通过应对社会压力的技能培训来解决现实生活中危险的饮酒决定的努力已经取得了成功。然而,这种性质的干预需要大量资源。虚拟现实(VR)等技术解决方案提供了优势,因为它们可以实现复制现实场景的沉浸式体验。然而,一个关于虚拟环境中真实世界行为的保真度的问题仍然存在。目的:本研究是探索性的,旨在确定风险饮酒决策的既定饮酒动机和因素是否可转移到模拟游戏VR FestLab中的虚拟环境中,并揭示模拟中与风险饮酒决策相关的决定因素。方法:该研究分析了一项对161名14-18岁的丹麦学生进行的集群随机研究的干预组数据,这些学生测试了虚拟酒精预防模拟VR fest实验室。在基线和玩VR FestLab之前,记录年龄、性别、饮酒、使用其他药物、寻求感觉、拒绝饮酒技能、血液酒精浓度知识和拒绝沟通技巧等自变量。因变量,即虚拟风险决策,是在游戏玩法结束后立即测量的。验证性因子分析和结构方程模型被用来检验与虚拟风险决策相关的潜在变量。还进行了年龄和性别与潜在特征和主要结局相关的适度分析。结果:数据显示73.9%(119/161)的参与者一生中至少有过一次酗酒行为。验证性因子分析显示,项目对各自的构念具有良好的拟合性;因此,在结构方程模型中不加修改地采用它们。数据表明,在模拟环境中,有酒精前科的个体参与虚拟风险决策的可能性是其他个体的4倍(优势比4.31,95% CI 1.70-10.84; P= 0.01)。对血液酒精浓度的了解和意识与参与虚拟风险决策的可能性较低相关(优势比0.32,95% CI 0.11-0.93; P= 0.04)。然而,在虚拟风险决策和其他潜在变量之间没有发现显著的关联。性别和年龄对这种关联没有调节作用。结论:VR的沉浸性和逼真性部分反映了风险相关决策。然而,目前尚不清楚哪些因素有利于在虚拟模拟中映射现实世界的行为。因此,未来的研究应该解决虚拟模拟中行为动力学的机制,并探索虚拟行为转化为现实行为,以全面了解虚拟模拟在酒精预防方面的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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