Co-Creating a Virtual Alcohol Prevention Simulation with Young People

Int J Environ Res Public Health. 2020 Feb 9;17(3):1097. doi: 10.3390/ijerph17031097.

Abstract

Collaborative knowledge generation and involvement of users is known to improve health promotion intervention development, but research about the roles and perspectives of users in the co-creation process is sparse. This research aimed to study how young people perceived their involvement in a co-creation process focussed on the development of a gamified virtual reality (VR) simulation-VR FestLab. The Living Lab methodology was applied to structure and guide the co-creation process. Living Lab participants were comprised of students, health promotion practitioners, researchers, and film and gaming experts who collaboratively designed and created the content and structure of the VR FestLab. Semi-structured interviews were conducted with nine students who participated in the Living Lab and represented young end users. Interviews were tape-recorded, transcribed and thematically analysed. Students described that they had influence on their tasks. They felt included and expressed that the collaboration with and feedback from peers and other stakeholders increased their self-efficacy and empowered them to take ownership and generate new ideas. Participants voiced that they lacked information about the final production of VR FestLab. Co-creation guided by the Living Lab methodology produced added value in terms of empowerment and increased self-efficacy for the students involved. Future Living Labs should plan for communication with participants about further development and implementation processes following ideation and prototyping phase.

Keywords: alcohol prevention; co-creation; empowerment; living lab methodology; participatory research; self-efficacy.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Adult
  • Alcohol-Related Disorders / prevention & control*
  • Communication
  • Computer Simulation*
  • Emotions
  • Female
  • Health Promotion / methods*
  • Humans
  • Peer Group
  • Virtual Reality*
  • Young Adult