Co-Designing an Immersive and Interactive Alcohol Resistance Training Tool Using 360-Degree Video

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

Abstract

The presented design case gives an example of co-designing an interactive 360-degree simulation for alcohol
prevention, where the user attends a party and creates her own experience through a number of choices. Overall, the
application consists of 125 different movie sequences. The 360-degree simulation is experienced through VR glasses to
provide an immersive and intense experience. As an example, the user can choose whether to drink alcohol or not, what
type of alcohol and how often. The user is also faced with non-alcohol related choices such as the opportunity to help an
intoxicated man, starting a fight or flirting with other guests. The alcohol intake among adolescents in Denmark is among the
highest in Europe. Lately it has been found that peer pressure is the main reason why adolescents start drinking. The goal of
the application is to give Danish adolescents (aged 15 to 17) a first-hand virtual experience with alcohol and some tools for
recognizing and handling peer pressure, which they can use later in real life. The stakeholders in the co-design process
consisted of 10 students (aged 18-28) studying film making and game design at Askov Højskole, Denmark, their teachers,
alcohol experts from social services and researchers with expertise within health promotion, social marketing, virtual reality
(VR), interaction design and game development. Additionally, 35 students from Askov Efterskole (aged 15-17) participated
as actors and extras. This article describes the iterative design process of the application, containing exploration of key
concepts, concepts design, prototype design and usability testing.
Original languageEnglish
Title of host publicationProceedings of the 13th European Conference on Game Based Learning, ECGBL 2019
EditorsLars Elbaek, Gunver Majgaard, Andrea Valente, Saifuddin Khalid
PublisherDechema e.V.
Publication dateOct 2019
Pages450-458
ISBN (Print)978-1-912764-38-9
ISBN (Electronic)978-1-912764-37-2
DOIs
Publication statusPublished - Oct 2019
Event13th European Conference on Games Based Learning - University of Southern Denmark, Odense, Denmark
Duration: 3. Oct 20194. Oct 2019

Conference

Conference13th European Conference on Games Based Learning
LocationUniversity of Southern Denmark
CountryDenmark
CityOdense
Period03/10/201904/10/2019

Keywords

  • 360-degree video
  • Alcohol prevention
  • Co-design
  • Virtual reality

Cite this

Lyk, P. B., Majgaard, G., Dietrich, T., & Stock, C. (2019). Co-Designing an Immersive and Interactive Alcohol Resistance Training Tool Using 360-Degree Video. In L. Elbaek, G. Majgaard, A. Valente, & S. Khalid (Eds.), Proceedings of the 13th European Conference on Game Based Learning, ECGBL 2019 (pp. 450-458). Dechema e.V.. https://doi.org/10.34190/GBL19.081
Lyk, Patricia Bianca ; Majgaard, Gunver ; Dietrich, Timo ; Stock, Christiane. / Co-Designing an Immersive and Interactive Alcohol Resistance Training Tool Using 360-Degree Video. Proceedings of the 13th European Conference on Game Based Learning, ECGBL 2019. editor / Lars Elbaek ; Gunver Majgaard ; Andrea Valente ; Saifuddin Khalid. Dechema e.V., 2019. pp. 450-458
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abstract = "The presented design case gives an example of co-designing an interactive 360-degree simulation for alcoholprevention, where the user attends a party and creates her own experience through a number of choices. Overall, theapplication consists of 125 different movie sequences. The 360-degree simulation is experienced through VR glasses toprovide an immersive and intense experience. As an example, the user can choose whether to drink alcohol or not, whattype of alcohol and how often. The user is also faced with non-alcohol related choices such as the opportunity to help anintoxicated man, starting a fight or flirting with other guests. The alcohol intake among adolescents in Denmark is among thehighest in Europe. Lately it has been found that peer pressure is the main reason why adolescents start drinking. The goal ofthe application is to give Danish adolescents (aged 15 to 17) a first-hand virtual experience with alcohol and some tools forrecognizing and handling peer pressure, which they can use later in real life. The stakeholders in the co-design processconsisted of 10 students (aged 18-28) studying film making and game design at Askov H{\o}jskole, Denmark, their teachers,alcohol experts from social services and researchers with expertise within health promotion, social marketing, virtual reality(VR), interaction design and game development. Additionally, 35 students from Askov Efterskole (aged 15-17) participatedas actors and extras. This article describes the iterative design process of the application, containing exploration of keyconcepts, concepts design, prototype design and usability testing.",
keywords = "Virtual reality, 360-degree video, co-design, alcohol prevention, 360-degree video, Alcohol prevention, Co-design, Virtual reality",
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Lyk, PB, Majgaard, G, Dietrich, T & Stock, C 2019, Co-Designing an Immersive and Interactive Alcohol Resistance Training Tool Using 360-Degree Video. in L Elbaek, G Majgaard, A Valente & S Khalid (eds), Proceedings of the 13th European Conference on Game Based Learning, ECGBL 2019. Dechema e.V., pp. 450-458, 13th European Conference on Games Based Learning, Odense, Denmark, 03/10/2019. https://doi.org/10.34190/GBL19.081

Co-Designing an Immersive and Interactive Alcohol Resistance Training Tool Using 360-Degree Video. / Lyk, Patricia Bianca; Majgaard, Gunver; Dietrich, Timo; Stock, Christiane.

Proceedings of the 13th European Conference on Game Based Learning, ECGBL 2019. ed. / Lars Elbaek; Gunver Majgaard; Andrea Valente; Saifuddin Khalid. Dechema e.V., 2019. p. 450-458.

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

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Lyk PB, Majgaard G, Dietrich T, Stock C. Co-Designing an Immersive and Interactive Alcohol Resistance Training Tool Using 360-Degree Video. In Elbaek L, Majgaard G, Valente A, Khalid S, editors, Proceedings of the 13th European Conference on Game Based Learning, ECGBL 2019. Dechema e.V. 2019. p. 450-458 https://doi.org/10.34190/GBL19.081