Nightlife: A Study in Real and Virtual Context (REAL NIGHTS) – Project Presentation
Nightlife is an important part of contemporary life, an integral aspect of culture, and a significant economic factor benefiting various stakeholders. However, it is also associated with various health and social issues, including risky behaviors, such as excessive alcohol consumption and illicit drug use. The main aims of the REAL NIGHTS project are: 1) to obtain an insight into the extent of substance use in nightclubs through in situ research, and 2) to test the applicability of VR technology in reducing harm from risky behaviors and enhancing the well-being of nightlife attendees through experimental research. In the first phase of the project, an application will be developed for identifying patterns of substance use within nightlife contexts. Also, the development of the VR environment for the intervention will be undertaken, including the design of the intervention and 360-degree camera recording. The methodology for implementing the intervention will be developed, and tested in a pilot study. Approximately 500 participants are planned for the study in nightclubs in Zagreb, Croatia. Special attention will be given to ensuring the confidentiality of the data, and participants who will be interested and give their consent will be invited to take part in the experimental part of the study. If necessary, additional participants will be recruited using targeted online groups associated with nightlife. Before the main research, the developed VR intervention will be tested in the pilot study, and based on the results, the final design and methodology of the intervention will be determined. A mixed experimental design will be employed, comparing those in the intervention and control groups across multiple dependent variables, such as substance use, mental health, and subjective well-being, measured at multiple time points. Participants will be randomly assigned to the intervention and control groups, each consisting of approximately 50 participants. Participants in the intervention group will use headsets to access a VR environment, which will include realistic, pre-recorded footage of situations where substance use typically occurs (e.g., nightclubs, social gatherings, cafés). In the control group, participants will be exposed to neutral content within the VR environment. Participants will also complete questionnaires with criterion variables, at the beginning, middle, and end of the experimental part of the study, as well as a few weeks after its completion, to track the effectiveness of the intervention. The scientific outputs of this project could be used to enhance the health and well-being of individuals participating in nightlife and, consequently, contribute to the overall well-being of communities in general. Moreover, they will contribute to the recommendations of harm reduction programs and guidelines for safer nighttime environments.