Virtual Reality - Meningful life
|Funding from Vinnova||SEK 169 932|
|Project duration||May 2019 - November 2019|
|Venture||Social innovation - development and testing|
|Call||Test and develop a social innovation – step 1 2019|
Purpose and goal
The purpose of the project was to address depression and the lack of will to live that results from the absence of meaningful activities offered within LSS, through Virtual Reality (VR). Being affected by a sudden sickness or disease limits one’s ability to conduct activities previously performed. This is also relevant for people with congenital diseases who equally has a need to enjoy life through meaningful activities. The goal was that VR would offer a meaningful activity. Out of 31 respondents, 21 answered they felt happy using VR.
Expected results and effects
By using the VR services, Virotea could allow users within LSS to experience environments and places they have previously visited as well as new sceneries. The project also showed how Virotea could be developed to further help the target group on an individual level to maximize the positive effects. When showing content of the users preferences, the recognition factor contributed to better experiences. The project has had positive outcomes for both the LSS organization and its users, and is now expected to be scaled to other actors within Social Innovation stage 2, but also beyond that.
Planned approach and implementation
The project and the completion of it was conducted as the project plan describes. What we did not foresee was the energy and satisfaction that the users had during the day. Their ability to communicate limited the number of interviews conducted. Out of 31 respondents, 23 answered yes on the question ”Would you like to try this activity again?”. Members of staff also saw the benefits of Virotea due to its userfriendliness and the interface which requires little efforts from users and supervisors. Very little technical background or competence is required to navigate in the VR environment.