Show simple item record

Evaluating a Virtual Reality Game to Enhance Teen Distracted Driving Education: Mixed Methods Pilot Study.

dc.contributor.authorPeterson, Colleen M
dc.contributor.authorVisclosky, Timothy
dc.contributor.authorFlannagan, Carol A
dc.contributor.authorMahajan, Prashant
dc.contributor.authorGabanyicz, Andrew
dc.contributor.authorBouchard, Jean-Jacques
dc.contributor.authorCervantes, Vincent
dc.contributor.authorGribbin, William
dc.contributor.authorHashikawa, Andrew Nobuhide
dc.coverage.spatialCanada
dc.date.accessioned2024-11-30T16:49:17Z
dc.date.available2024-11-30T16:49:17Z
dc.date.issued2024-11-26
dc.identifier.issn2561-326X
dc.identifier.issn2561-326X
dc.identifier.urihttps://www.ncbi.nlm.nih.gov/pubmed/39591605
dc.identifier.urihttps://hdl.handle.net/2027.42/195713en
dc.description.abstractBACKGROUND: Inexperienced adolescent drivers are particularly susceptible to engaging in distracted driving behaviors (DDBs) such as texting while driving (TWD). Traditional driver education approaches have shown limited success in reducing motor vehicle crashes among young drivers. OBJECTIVE: We tested an innovative approach to help address the critical issue of DDB among teenagers. We investigated the effectiveness of using a novel virtual reality (VR) game "Distracted Navigator" to educate novice teenage drivers about DDB. METHODS: The game consisted of maneuvering a spaceship around asteroids while engaging in simulated DDB (eg, inputting numbers into a keypad). A physician-facilitated discussion, based on the theory of planned behavior, linked gameplay to real-life driving. Teenagers were recruited for the in-person study and randomly assigned at the block level to intervention (VR gameplay or discussion) and control groups (discussion only), approximating a 2:1 ratio. Unblinded, bivariate statistical analyses (all 2-tailed t tests or chi-square tests) and regression analyses measured programming impact on TWD-related beliefs and intentions. Content analysis of focus group interviews identified thematic feedback on the programming. RESULTS: Of the 24 participants, 15 (63%) were male; their ages ranged from 14 to 17 (mean 15.8, SD 0.92) years, and all owned cell phones. Compared to the control group (n=7, 29%), the intervention group (n=17, 71%) was more likely to report that the programming had positively changed how they felt about texting and driving (?218=-8.3; P=.02). However, specific TWD attitudes and intentions were not different by treatment status. Irrespective of treatment, pre- and postintervention scores indicated reduced confidence in safely TWD (ie, perceived behavioral control; β=-.78; t46=-2.66; P=.01). Thematic analysis revealed the following: (1) the VR gameplay adeptly portrayed real-world consequences of texting and driving, (2) participants highly valued the interactive nature of the VR game and discussion, (3) both the VR game and facilitated discussion were deemed as integral and complementary components, and (4) feedback for improving the VR game and discussion. CONCLUSIONS: Our findings show that the novel use of immersive VR experiences with interactive discussions can raise awareness of DDB consequences and is a promising method to enhance driving safety education. The widespread accessibility of VR technology allows for scalable integration into driver training programs, warranting a larger, prospective, randomized study.
dc.format.mediumElectronic
dc.languageeng
dc.publisherJMIR Publications
dc.subjectVR
dc.subjectadolescent
dc.subjectawareness
dc.subjectdistracted driving
dc.subjectdriving education
dc.subjectgame
dc.subjectgamification
dc.subjectinattention
dc.subjectintervention
dc.subjectmobile phone
dc.subjectnovice drivers
dc.subjectrisky driving
dc.subjectsafety
dc.subjectsmartphone
dc.subjectvirtual reality
dc.subjectHumans
dc.subjectAdolescent
dc.subjectMale
dc.subjectPilot Projects
dc.subjectFemale
dc.subjectVirtual Reality
dc.subjectDistracted Driving
dc.subjectVideo Games
dc.subjectAutomobile Driving
dc.subjectFocus Groups
dc.subjectAdolescent Behavior
dc.titleEvaluating a Virtual Reality Game to Enhance Teen Distracted Driving Education: Mixed Methods Pilot Study.
dc.typeArticle
dc.identifier.pmid39591605
dc.description.bitstreamurlhttp://deepblue.lib.umich.edu/bitstream/2027.42/195713/2/Peterson et al. (2024) Evaluating a virtual reality game to enhance teen distracted driving education - Mixed methods pilot study.pdf
dc.identifier.doi10.2196/60674
dc.identifier.doihttps://dx.doi.org/10.7302/24782
dc.identifier.sourceJMIR Form Res
dc.description.versionPublished online
dc.date.updated2024-11-30T16:49:16Z
dc.identifier.orcid0000-0002-0875-3440
dc.identifier.orcid0000-0002-7770-7667
dc.identifier.orcid0000-0001-8484-4187
dc.identifier.orcid0000-0003-4278-3560
dc.identifier.orcid0009-0006-3471-2518
dc.identifier.orcid0009-0000-2685-4926
dc.identifier.orcid0009-0007-2633-5449
dc.identifier.orcid0000-0003-4687-2907
dc.identifier.orcid0000-0003-1537-6476
dc.description.filedescriptionDescription of Peterson et al. (2024) Evaluating a virtual reality game to enhance teen distracted driving education - Mixed methods pilot study.pdf : Published version
dc.identifier.volume8
dc.identifier.startpagee60674
dc.identifier.name-orcidPeterson, Colleen M; 0000-0002-0875-3440
dc.identifier.name-orcidVisclosky, Timothy; 0000-0002-7770-7667
dc.identifier.name-orcidFlannagan, Carol A; 0000-0001-8484-4187
dc.identifier.name-orcidMahajan, Prashant; 0000-0003-4278-3560
dc.identifier.name-orcidGabanyicz, Andrew; 0009-0006-3471-2518
dc.identifier.name-orcidBouchard, Jean-Jacques; 0009-0000-2685-4926
dc.identifier.name-orcidCervantes, Vincent; 0009-0007-2633-5449
dc.identifier.name-orcidGribbin, William; 0000-0003-4687-2907
dc.identifier.name-orcidHashikawa, Andrew Nobuhide; 0000-0003-1537-6476
dc.working.doi10.7302/24782en
dc.owningcollnameEmergency Medicine


Files in this item

Show simple item record

Remediation of Harmful Language

The University of Michigan Library aims to describe its collections in a way that respects the people and communities who create, use, and are represented in them. We encourage you to Contact Us anonymously if you encounter harmful or problematic language in catalog records or finding aids. More information about our policies and practices is available at Remediation of Harmful Language.

Accessibility

If you are unable to use this file in its current format, please select the Contact Us link and we can modify it to make it more accessible to you.