{"title":"只邀请VR:电子烟预防游戏:基于证据的健康和行为改变的VR游戏","authors":"Veronica U. Weser, Kimberly D. Hieftje","doi":"10.1145/3388767.3407355","DOIUrl":null,"url":null,"abstract":"Invite Only VR: A Vaping Prevention Game is a virtual reality (VR) videogame intervention focused on e-cigarette prevention in teens. To our knowledge, Invite Only VR is the first theory-driven e-cigarette prevention game to be developed for a VR platform, making it unique among the limited pool of existing e-cigarette intervention programs for adolescents. Invite Only VR capitalizes on the use of VR by delivering an intervention that arms teens to deal with peer-pressure situations surrounding e-cigarettes. VR is especially well-suited to this type of intervention because VR facilitates greater social presence, the subjective experience of being present with a “real” person, than other forms of technology. Invite Only VR not only simulates the presence of plausible peers, but it also uses voice recognition software throughout the game to allow the player to practice refusing peers in real time using their own voice. The game was developed with input from 4 focus groups comprised of 5 adolescents each to create a game narrative and situations that would feel authentic to the target audience. This careful background research ensured that the virtual characters would behave in the manner expected by players and use the appropriate colloquialisms when speaking about e-cigarettes. The intervention is currently being evaluated in a non-randomized cluster trial with 285 middle school students. Preliminary feasibility testing conducted on a prototype of the game indicates that playing Invite Only VR increases player e-cigarette knowledge and perceptions of e-cigarette harm. Moreover, teens who played the game reported a lower likelihood of experimenting with e-cigarettes in the future. 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引用次数: 3
摘要
仅邀请虚拟现实:电子烟预防游戏是一款虚拟现实(VR)视频游戏干预,专注于青少年的电子烟预防。据我们所知,Invite Only VR是第一个为VR平台开发的理论驱动的电子烟预防游戏,使其在现有的有限的青少年电子烟干预项目中独具一格。Invite Only VR通过提供一种干预手段,帮助青少年应对电子烟带来的同伴压力,从而充分利用VR的使用。VR特别适合这种类型的干预,因为与其他形式的技术相比,VR促进了更大的社会存在感,即与“真实”的人在一起的主观体验。Invite Only VR不仅模拟了同伴的存在,还在整个游戏过程中使用了语音识别软件,让玩家可以用自己的声音实时练习拒绝同伴。这款游戏是基于4个焦点小组(游戏邦注:每个小组由5名青少年组成)的投入而开发的,目的是创造一个能够让目标用户感到真实的游戏叙述和情境。这种仔细的背景研究确保了虚拟角色会以玩家期望的方式行事,并在谈论电子烟时使用适当的口语。干预措施目前正在对285名中学生进行非随机组群试验。在游戏原型上进行的初步可行性测试表明,玩Invite Only VR可以增加玩家对电子烟的了解和对电子烟危害的认知。此外,据报道,玩过这款游戏的青少年在未来尝试电子烟的可能性较低。在这项初步评估中,83%的玩家同意他们喜欢玩这款游戏,78%的人表示他们会告诉他们的朋友玩这款游戏,这表明Invite Only VR是向青少年传达电子烟危害的一种有吸引力的方式。
Invite Only VR: A Vaping Prevention Game: An Evidence-Based VR Game for Health and Behavior Change
Invite Only VR: A Vaping Prevention Game is a virtual reality (VR) videogame intervention focused on e-cigarette prevention in teens. To our knowledge, Invite Only VR is the first theory-driven e-cigarette prevention game to be developed for a VR platform, making it unique among the limited pool of existing e-cigarette intervention programs for adolescents. Invite Only VR capitalizes on the use of VR by delivering an intervention that arms teens to deal with peer-pressure situations surrounding e-cigarettes. VR is especially well-suited to this type of intervention because VR facilitates greater social presence, the subjective experience of being present with a “real” person, than other forms of technology. Invite Only VR not only simulates the presence of plausible peers, but it also uses voice recognition software throughout the game to allow the player to practice refusing peers in real time using their own voice. The game was developed with input from 4 focus groups comprised of 5 adolescents each to create a game narrative and situations that would feel authentic to the target audience. This careful background research ensured that the virtual characters would behave in the manner expected by players and use the appropriate colloquialisms when speaking about e-cigarettes. The intervention is currently being evaluated in a non-randomized cluster trial with 285 middle school students. Preliminary feasibility testing conducted on a prototype of the game indicates that playing Invite Only VR increases player e-cigarette knowledge and perceptions of e-cigarette harm. Moreover, teens who played the game reported a lower likelihood of experimenting with e-cigarettes in the future. In this initial evaluation, 83% of players agreed that they enjoyed playing the game and 78% said they would tell their friends to play, suggesting that Invite Only VR is an engaging way to convey the dangers of e-cigarettes to youth.