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Accepted for/Published in: JMIR Serious Games

Date Submitted: Nov 3, 2020
Date Accepted: Feb 8, 2021

The final, peer-reviewed published version of this preprint can be found here:

A Virtual Reality Game to Change Sun Protection Behavior and Prevent Cancer: User-Centered Design Approach

Horsham C, Dutton-Regester K, Antrobus J, Goldston A, Price H, Ford H, Hacker E

A Virtual Reality Game to Change Sun Protection Behavior and Prevent Cancer: User-Centered Design Approach

JMIR Serious Games 2021;9(1):e24652

DOI: 10.2196/24652

PMID: 33764308

PMCID: 8294638

A case study on the development of a virtual reality game to change behaviour and prevent cancer: User-Centred Design Approach

  • Caitlin Horsham; 
  • Ken Dutton-Regester; 
  • Jodie Antrobus; 
  • Andrew Goldston; 
  • Harley Price; 
  • Helen Ford; 
  • Elke Hacker

ABSTRACT

Background:

Public health sun safety campaigns introduced during the 1980’s have successfully reduced skin cancer rates in Australia. Despite this success, high rates of sunburn continue to be reported by youth and young adults. As such, new strategies to reinforce sun protection approaches in this demographic are needed.

Objective:

The aim of this study was to develop a virtual reality (VR) game containing preventative skin cancer messaging, and to assess safety and satisfaction on the design based on end-user feedback.

Methods:

Using a two-phase design approach, we created a prototype VR game that immersed the player inside the human body while being confronted with growing cancer cells. The first design phase involved defining the problem, identifying stakeholders, choosing the technology platform, brainstorming and designing aesthetic elements. In the second design phase, we tested the prototype VR experience with stakeholders and end users in focus groups with feedback incorporated into refining and improving the design.

Results:

Qualitative feedback indicated high levels of satisfaction with all participants reporting the VR game as ‘engaging’. Regarding safety, two participants (11.1%) reported a side effect of feeling nauseous during the experience. The end user focus groups identified game improvements, suggesting an extended multi-stage experience with visual transitions to other environments and interactions involving cancer causation. The implementation of the VR game identified challenges around sharing VR equipment and hygiene issues.

Conclusions:

This study presents key findings highlighting the design approach for a VR health intervention primarily aimed at improving sun protection behaviours. This design approach could be applied to other health prevention programs in the future.


 Citation

Please cite as:

Horsham C, Dutton-Regester K, Antrobus J, Goldston A, Price H, Ford H, Hacker E

A Virtual Reality Game to Change Sun Protection Behavior and Prevent Cancer: User-Centered Design Approach

JMIR Serious Games 2021;9(1):e24652

DOI: 10.2196/24652

PMID: 33764308

PMCID: 8294638

Per the author's request the PDF is not available.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.