Co-Creating a Virtual Alcohol Prevention Simulation with Young People
Lotte Vallentin-Holbech,
Julie Dalgaard Guldager,
Timo Dietrich,
Sharyn Rundle-Thiele,
Gunver Majgaard,
Patricia Lyk and
Christiane Stock
Additional contact information
Lotte Vallentin-Holbech: Centre for Alcohol and Drug Research, School of Business and Social Sciences, Aarhus University, 8000 Aarhus, Denmark
Julie Dalgaard Guldager: Unit for Health Promotion Research, Department of Public Health, University of Southern Denmark, 6500 Esbjerg, Denmark
Timo Dietrich: Social Marketing @ Griffith, Griffith Business School, Griffith University, Nathan QLD 4111, Australia and Centre for Youth Substance Abuse Research, Faculty of Health and Behavioural Science, University of Queensland, Brisbane QLD 4072
Sharyn Rundle-Thiele: Social Marketing @ Griffith, Griffith Business School, Griffith University, Nathan QLD 4111, Australia and Centre for Youth Substance Abuse Research, Faculty of Health and Behavioural Science, University of Queensland, Brisbane QLD 4072
Gunver Majgaard: Embodied Systems for Robotics and Learning, The Maersk Mc-Kinney Moller Institute, University of Southern Denmark,5230 Odense, Denmark
Patricia Lyk: Embodied Systems for Robotics and Learning, The Maersk Mc-Kinney Moller Institute, University of Southern Denmark,5230 Odense, Denmark
Christiane Stock: Unit for Health Promotion Research, Department of Public Health, University of Southern Denmark, 6500 Esbjerg, Denmark
IJERPH, 2020, vol. 17, issue 3, 1-12
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: living lab methodology; co-creation; participatory research; empowerment; self-efficacy; alcohol prevention (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2020
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (5)
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jijerp:v:17:y:2020:i:3:p:1097-:d:318456
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