This paper presents the design process of a Danish
educational virtual reality (VR) application for alcohol prevention.
Denmark is one on the countries in Europe with the highest alcohol
consumption among adolescents. Alcohol abuse is a risk factor for a
variety of diseases and contributes as a significant factor to motor
vehicle accidents. The application offers first‑hand experiences
with alcohol in a safe environment. This is done by simulating a
party situation using 125 different 360‑degree movie sequences and
displaying it in a virtual reality headset. The users create their
own experience through a choose your own adventure game experience.
The experience is designed to acquire skills for recognizing and
handling peer pressure, which has been found to be one of the main
reasons for drinking initiation. These skills are acquired though
experimental learning. The application is a product of a co‑design
process involving 10 students (aged 18‑28) studying film making and
game design at Askov Folk High School (a special kind of Danish
boarding school without exams for young adults), Denmark, their
teachers, alcohol experts from social services and researchers with
expertise within health promotion, social marketing, VR, interaction
design and game development. Additionally, 35 students from Askov
Boarding School (aged 15‑17) participated as actors and extras. This
article contributes to research within development of 360‑degree
video applications for experimental learning with a practical
example. The iterative design process of the application, containing
exploration of key concepts, concept design, prototype design,
pre‑usability testing, innovation design and usability test is
described, as well as our reflections on virtual experimental
learning in the application.