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.
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 language | English |
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Title of host publication | Proceedings of the 13th European Conference on Game Based Learning, ECGBL 2019 |
Editors | Lars Elbaek, Gunver Majgaard, Andrea Valente, Saifuddin Khalid |
Publisher | Academic Conferences and Publishing International |
Publication date | Oct 2019 |
Pages | 450-458 |
ISBN (Print) | 978-1-912764-38-9 |
ISBN (Electronic) | 978-1-912764-37-2 |
DOIs | |
Publication status | Published - Oct 2019 |
Event | 13th European Conference on Games Based Learning - University of Southern Denmark, Odense, Denmark Duration: 3. Oct 2019 → 4. Oct 2019 |
Conference
Conference | 13th European Conference on Games Based Learning |
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Location | University of Southern Denmark |
Country/Territory | Denmark |
City | Odense |
Period | 03/10/2019 → 04/10/2019 |
Keywords
- 360-degree video
- Alcohol prevention
- Co-design
- Virtual reality