Adolescent risk-taking and decision making: a qualitative investigation of a virtual reality experience of gangs and violence

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Delfina Bilello, Lucy J. Swancott, Juliane A. Kloess, S. Burnett Heyes
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Abstract

Introduction: Gang involvement poses serious risks to young people, including antisocial and criminal behaviour, sexual and criminal exploitation, and mental health problems. There is a need for research-informed development of preventive interventions. To this end, we conducted a qualitative study of young people’s responses to an educational virtual reality (VR) experience of an encounter with a gang, to understand young people’s decisions, emotions and consequences.Methods: Young people (N = 24 aged 13-15, 11 female, 13 male) underwent the VR experience followed by semi-structured focus group discussions. Questions focused on virtual decision-making (motivations, thoughts, feelings, consequences) and user experiences of taking part. Data were analysed using Thematic Analysis.Results: Three themes were developed to represent how participants’ perceptions of the gang, themselves, and the context influenced virtual decisions. Social pressure from the gang competed with participants’ wish to stand by their morals and establish individual identity. The VR setting, through its escalating events and plausible characters, created an “illusion of reality” and sense of authentic decisions and emotions, yielding insights for real-life in a safe, virtual environment.Discussion: Findings shed light on processes influencing adolescent decision-making in a virtual context of risk-taking, peer pressure and contact with a gang. Particularly, they highlight the potential for using VR in interventions with young people, given its engaging and realistic nature.
青少年冒险和决策:对帮派和暴力的虚拟现实体验的定性调查
简介:帮派的参与给年轻人带来了严重的风险,包括反社会和犯罪行为、性剥削和犯罪剥削,以及心理健康问题。有必要在研究知情的情况下制定预防性干预措施。为此,我们对年轻人对遭遇帮派的教育虚拟现实(VR)体验的反应进行了定性研究,以了解年轻人的决定、情绪和后果。方法:年轻人(N=24,年龄13-15岁,11名女性,13名男性)接受VR体验,然后进行半结构化的焦点小组讨论。问题集中在虚拟决策(动机、想法、感受、后果)和参与的用户体验上。使用主题分析对数据进行分析。结果:开发了三个主题来表示参与者对帮派、他们自己和环境的看法如何影响虚拟决策。来自帮派的社会压力与参与者坚持道德和建立个人身份的愿望相竞争。虚拟现实环境通过不断升级的事件和看似合理的人物,创造了一种“现实的幻觉”,以及真实的决策和情绪,为安全的虚拟环境中的现实生活提供了见解。讨论:研究结果揭示了在冒险、同伴压力和与帮派接触的虚拟背景下影响青少年决策的过程。特别是,鉴于虚拟现实的吸引力和现实性,他们强调了在干预年轻人方面使用虚拟现实的潜力。
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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来源期刊
CiteScore
5.80
自引率
0.00%
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0
审稿时长
13 weeks
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