{"title":"家长、教师和雪橇手对雪橇安全教育虚拟现实游戏的接受程度:横断面研究。","authors":"Meggy Hayotte, Jonas Kreiner, Bernhard Hollaus","doi":"10.2196/63813","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Sledding is a common recreational activity in the Alpine region, practiced by families, friends, and at school, but it is rarely considered to cause serious injuries. Current actions to promote safe sledding are limited to announcements at the start of dedicated tracks or to didactic sheets presented by teachers in schools. However, these actions are currently limited and do not allow the development of piloting technique skills. Virtual reality has the potential to develop piloting skills, although the development of a virtual reality for sledding safety education needs to be guided by its acceptability.</p><p><strong>Objective: </strong>The purpose of this study was to (1) examine the acceptability of the virtual reality game for sledding safety education from the perspective of different potential user profiles (ie, parents, teachers, and sledders) based on the Unified Theory of Acceptance and Use of Technology 2 enriched by the health locus of control (HLC), and (2) understand participants' preferences and needs in terms of features to be integrated to the technology.</p><p><strong>Methods: </strong>Three profiles of participants (ie, parents, teachers, or sledders) were recruited through email diffusion from elementary schools, university, and ski resort announcements (Tyrol, Austria). They completed a series of questionnaires measuring: (1) demographic and general information, (2) acceptability of virtual reality sledding game for safety education (named VRodel), (3) perception of HLC, and (4) preferences and needs for VRodel.</p><p><strong>Results: </strong>A total of 122 participants (15 teachers, 43 parents or legal guardians, and 64 sledders) completed the survey. Findings reveal that the constructs of hedonic motivation (β=.43, P<.001), price sensitivity (β=.28, P<.001), and habit (β=.36, P<.001) explained 65% of the variance in behavioral intention to use VRodel. Two acceptability clusters were identified (low and high), but no differences between the acceptability clusters emerged based on age, status, gender, or previous virtual reality use. Internal HLC was positively correlated with all dimensions of acceptability except social influence and facilitating conditions. Some correlations between acceptability constructs were also shown with powerful others' HLC. Participants highlighted the need to include realistic visual details and realistic interactions in the virtual environment for development.</p><p><strong>Conclusions: </strong>The acceptability of a virtual reality game for sledding safety education was quite high, and relationships with HLC were shown in the expected directions. Based on participants' preferences, developers are advised to promote immersion in the game.</p>","PeriodicalId":14841,"journal":{"name":"JMIR Formative Research","volume":"9 ","pages":"e63813"},"PeriodicalIF":2.0000,"publicationDate":"2025-05-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Parents', Teachers', and Sledders' Acceptability of a Virtual Reality Game for Sledding Safety Education: Cross-Sectional Study.\",\"authors\":\"Meggy Hayotte, Jonas Kreiner, Bernhard Hollaus\",\"doi\":\"10.2196/63813\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Background: </strong>Sledding is a common recreational activity in the Alpine region, practiced by families, friends, and at school, but it is rarely considered to cause serious injuries. Current actions to promote safe sledding are limited to announcements at the start of dedicated tracks or to didactic sheets presented by teachers in schools. However, these actions are currently limited and do not allow the development of piloting technique skills. Virtual reality has the potential to develop piloting skills, although the development of a virtual reality for sledding safety education needs to be guided by its acceptability.</p><p><strong>Objective: </strong>The purpose of this study was to (1) examine the acceptability of the virtual reality game for sledding safety education from the perspective of different potential user profiles (ie, parents, teachers, and sledders) based on the Unified Theory of Acceptance and Use of Technology 2 enriched by the health locus of control (HLC), and (2) understand participants' preferences and needs in terms of features to be integrated to the technology.</p><p><strong>Methods: </strong>Three profiles of participants (ie, parents, teachers, or sledders) were recruited through email diffusion from elementary schools, university, and ski resort announcements (Tyrol, Austria). They completed a series of questionnaires measuring: (1) demographic and general information, (2) acceptability of virtual reality sledding game for safety education (named VRodel), (3) perception of HLC, and (4) preferences and needs for VRodel.</p><p><strong>Results: </strong>A total of 122 participants (15 teachers, 43 parents or legal guardians, and 64 sledders) completed the survey. Findings reveal that the constructs of hedonic motivation (β=.43, P<.001), price sensitivity (β=.28, P<.001), and habit (β=.36, P<.001) explained 65% of the variance in behavioral intention to use VRodel. Two acceptability clusters were identified (low and high), but no differences between the acceptability clusters emerged based on age, status, gender, or previous virtual reality use. Internal HLC was positively correlated with all dimensions of acceptability except social influence and facilitating conditions. Some correlations between acceptability constructs were also shown with powerful others' HLC. Participants highlighted the need to include realistic visual details and realistic interactions in the virtual environment for development.</p><p><strong>Conclusions: </strong>The acceptability of a virtual reality game for sledding safety education was quite high, and relationships with HLC were shown in the expected directions. 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引用次数: 0
摘要
背景:在阿尔卑斯地区,雪橇是一种常见的娱乐活动,家庭、朋友和学校都在练习,但很少有人认为它会造成严重伤害。目前促进安全雪橇的行动仅限于在专用赛道开始时的公告或学校教师提供的教学表。然而,这些行动目前是有限的,不允许发展驾驶技术技能。虚拟现实有发展驾驶技能的潜力,尽管开发用于雪橇安全教育的虚拟现实需要以其可接受性为指导。目的:本研究的目的是:(1)基于健康控制源(HLC)丰富的技术接受与使用统一理论2 (Unified Theory of Acceptance and Use of Technology 2),从不同潜在用户(即家长、教师和雪橇手)的角度,考察虚拟现实游戏对雪橇安全教育的可接受性;(2)了解参与者在技术集成功能方面的偏好和需求。方法:通过小学、大学和滑雪场公告(奥地利蒂罗尔)的电子邮件传播,招募了三种参与者(即家长、老师或雪橇运动员)。他们完成了一系列问卷调查:(1)人口统计和一般信息,(2)虚拟现实雪橇游戏安全教育的可接受性(命名为VRodel), (3) HLC感知,(4)对VRodel的偏好和需求。结果:共122人(教师15人,家长或法定监护人43人,雪橇手64人)完成问卷调查。结果表明,快乐动机的构念(β=。结论:虚拟现实游戏对雪橇安全教育的接受度较高,与HLC的关系呈现在预期的方向上。根据参与者的喜好,建议开发者提高他们在游戏中的沉浸感。
Parents', Teachers', and Sledders' Acceptability of a Virtual Reality Game for Sledding Safety Education: Cross-Sectional Study.
Background: Sledding is a common recreational activity in the Alpine region, practiced by families, friends, and at school, but it is rarely considered to cause serious injuries. Current actions to promote safe sledding are limited to announcements at the start of dedicated tracks or to didactic sheets presented by teachers in schools. However, these actions are currently limited and do not allow the development of piloting technique skills. Virtual reality has the potential to develop piloting skills, although the development of a virtual reality for sledding safety education needs to be guided by its acceptability.
Objective: The purpose of this study was to (1) examine the acceptability of the virtual reality game for sledding safety education from the perspective of different potential user profiles (ie, parents, teachers, and sledders) based on the Unified Theory of Acceptance and Use of Technology 2 enriched by the health locus of control (HLC), and (2) understand participants' preferences and needs in terms of features to be integrated to the technology.
Methods: Three profiles of participants (ie, parents, teachers, or sledders) were recruited through email diffusion from elementary schools, university, and ski resort announcements (Tyrol, Austria). They completed a series of questionnaires measuring: (1) demographic and general information, (2) acceptability of virtual reality sledding game for safety education (named VRodel), (3) perception of HLC, and (4) preferences and needs for VRodel.
Results: A total of 122 participants (15 teachers, 43 parents or legal guardians, and 64 sledders) completed the survey. Findings reveal that the constructs of hedonic motivation (β=.43, P<.001), price sensitivity (β=.28, P<.001), and habit (β=.36, P<.001) explained 65% of the variance in behavioral intention to use VRodel. Two acceptability clusters were identified (low and high), but no differences between the acceptability clusters emerged based on age, status, gender, or previous virtual reality use. Internal HLC was positively correlated with all dimensions of acceptability except social influence and facilitating conditions. Some correlations between acceptability constructs were also shown with powerful others' HLC. Participants highlighted the need to include realistic visual details and realistic interactions in the virtual environment for development.
Conclusions: The acceptability of a virtual reality game for sledding safety education was quite high, and relationships with HLC were shown in the expected directions. Based on participants' preferences, developers are advised to promote immersion in the game.