Using virtual reality technology to prevent substance misuse and violence among university students: A pilot and feasibility study

<b>Objectives:</b> New prevention approaches that use engaging and innovative technologies are needed to reduce high rates of substance use and violence among university students. The present study developed and pilot-tested virtual reality (VR) technology that presented university students with immersive environments where they practiced skills with virtual peers. <b>Methods:</b> After viewing e-learning modules with prevention content, students engaged with immersive VR module prototypes to practice cognitive-behavioral skills for preventing risk behaviors, including assertive communication, negotiation, compromise, conflict resolution, and bystander intervention strategies. <b>Results:</b> Paired t-tests showed increases in life skills knowledge and anti-violence attitudes among students from the pretest to posttest assessments. Students and educators were enthusiastic about the VR prototypes, rating them as feasible, relevant, appealing, engaging, and innovative for prevention. Participants provided feedback on ways to improve the VR experience by including a greater variety of conflict situations, more nuanced branched scenarios and response options, and a more complete representation of all scenario outcomes. <b>Conclusions:</b> Findings suggest that VR scenarios are a promising strategy for enhancing life skills to help prevent health risk behaviors among university students.

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Publication Details

Journal
Health Informatics Journal
Published
2024-10-01
DOI
https://doi.org/10.1177/14604582241290712
Citations
1
Primary Topic
Behavioral Health and Interventions
Type
article
Field-Weighted Citation Impact
0.41

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article

Using virtual reality technology to prevent substance misuse and violence among university students: A pilot and feasibility study

Sandra Sousa, Gilbert J. Botvin, Kenneth W. Griffin, Christopher Williams
1 citations
Health Informatics Journal
Behavioral Health and Interventions
0.41
article

Using virtual reality technology to prevent substance misuse and violence among university students: A pilot and feasibility study

Sandra Sousa, Gilbert J. Botvin, Kenneth W. Griffin, Christopher Williams
article en
1 citations

Abstract

<b>Objectives:</b> New prevention approaches that use engaging and innovative technologies are needed to reduce high rates of substance use and violence among university students. The present study developed and pilot-tested virtual reality (VR) technology that presented university students with immersive environments where they practiced skills with virtual peers. <b>Methods:</b> After viewing e-learning modules with prevention content, students engaged with immersive VR module prototypes to practice cognitive-behavioral skills for preventing risk behaviors, including assertive communication, negotiation, compromise, conflict resolution, and bystander intervention strategies. <b>Results:</b> Paired t-tests showed increases in life skills knowledge and anti-violence attitudes among students from the pretest to posttest assessments. Students and educators were enthusiastic about the VR prototypes, rating them as feasible, relevant, appealing, engaging, and innovative for prevention. Participants provided feedback on ways to improve the VR experience by including a greater variety of conflict situations, more nuanced branched scenarios and response options, and a more complete representation of all scenario outcomes. <b>Conclusions:</b> Findings suggest that VR scenarios are a promising strategy for enhancing life skills to help prevent health risk behaviors among university students.

Health Informatics JournalVol. 30(4)
Purchase College (US), State University of New York (US), George Mason University (US), Cornell University (US), National Health Promotion Associates (US)
National Center for Injury Prevention and Control
Gender equality
Openalex Percentile: Top 33%
Behavioral Health and Interventions
0.41
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