Julie Dalgaard Guldager

Mrs. Julie Dalgaard Guldager

University of Southern Denmark
+1

Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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JGJulie Dalgaard Guldager
Julie Dalgaard Guldager
Satayesh KjærSatayesh Kjær
Satayesh Kjær
UGUlrike Grittner
Ulrike Grittner
Christiane StockChristiane Stock
Christiane Stock
It is currently unknown whether a virtual social environment can support young people in building their skills to overcome peer pressure when offered alcohol. This study evaluated the efficacy of the newly developed virtual reality simulation game VR FestLab on the refusal self-efficacy regarding social pressures to drink of Danish male and female students aged 15–18. VR FestLab features a party setting where adolescents can “steer” their own party experience. Eleven schools were included in a cluster-randomized controlled trial and allocated to either the intervention (n = 181) or the active control group (n = 191). Students in intervention schools played VR FestLab, while those in the control group played the VR game Oculus Quest—First Steps. The primary outcome measure was the social pressure subscale of the drinking refusal self-efficacy scale (DRSEQ-RA). The intervention effects were measured immediately after the intervention/control session (T1) and after a 6-week follow-up (T2). Data were examined using linear mixed regression models. Our study did not demonstrate a significant effect of drinking refusal self-efficacy at T1. For all secondary outcomes, we observed no substantial differences between the intervention and control groups. This study provides new insights into the feasibility and effectiveness of an innovative virtual reality alcohol prevention tool. VR FestLab can be an innovative and promising contribution to complement existing school-based alcohol prevention, but more research is needed to improve its effectiveness.

LVLotte Vallentin-Holbech
Lotte Vallentin-Holbech
JGJulie Dalgaard Guldager
Julie Dalgaard Guldager
TDTimo Dietrich
Timo Dietrich
Sharyn Rundle-ThieleSharyn Rundle-Thiele
Sharyn Rundle-Thiele
GMGunver Majgaard
Gunver Majgaard
Christiane StockChristiane Stock
Christiane Stock
Collaborative knowledge generation and involvement of users is known to improve health promotion intervention development, but research about the roles and perspectives of users in the co-creation process is sparse. This research aimed to study how young people perceived their involvement in a co-creation process focussed on the development of a gamified virtual reality (VR) simulation—VR FestLab. The Living Lab methodology was applied to structure and guide the co-creation process. Living Lab participants were comprised of students, health promotion practitioners, researchers, and film and gaming experts who collaboratively designed and created the content and structure of the VR FestLab. Semi-structured interviews were conducted with nine students who participated in the Living Lab and represented young end users. Interviews were tape-recorded, transcribed and thematically analysed. Students described that they had influence on their tasks. They felt included and expressed that the collaboration with and feedback from peers and other stakeholders increased their self-efficacy and empowered them to take ownership and generate new ideas. Participants voiced that they lacked information about the final production of VR FestLab. Co-creation guided by the Living Lab methodology produced added value in terms of empowerment and increased self-efficacy for the students involved. Future Living Labs should plan for communication with participants about further development and implementation processes following ideation and prototyping phase.

GBGabriele Berg-Beckhoff
Gabriele Berg-Beckhoff
JGJulie Dalgaard Guldager
Julie Dalgaard Guldager
PAPernille Tanggaard Andersen
Pernille Tanggaard Andersen
Christiane StockChristiane Stock
Christiane Stock
SNSigne Smith Nielsen
Signe Smith Nielsen
Knowledge on compliance with governmental recommendations in combating the spread of COVID-19 in different groups is important to target efforts. This study investigated the adherence to the governmental implemented COVID-19 measures and its predictors in Danish university students, a not-at-risk group for COVID-19 mortality and normally characterized by many social contacts. As part of the COVID-19 International Student Wellbeing Study, a survey on socio-demographic situation, study information, living arrangements, lifestyle behaviors, stress, questions about COVID-19 infection and knowledge and concern about COVID-19 infection was sent via email to relevant university students in Denmark in May, 2020 (n = 2.945). Stepwise multiple linear regression analysis was employed. Our results showed that around 60% of the students were not concerned about COVID-19, while 68% reported that they followed governmental measures. The main facilitators for following the recommendations were older age, concern about COVID-19 and depression, while barriers were living in a student hall, being physical active or reporting mental stress. Only 9% of the variation in adhering to governmental recommendations could be explained by the analyzed predictors. Results may inform health communication. Emotionally appealing information rather than knowledge-based information may be more effective in motivating students to follow COVID-19 measures.

JGJulie Dalgaard Guldager
Julie Dalgaard Guldager
Satayesh KjærSatayesh Kjær
Satayesh Kjær
PLPatricia Lyk
Patricia Lyk
TDTimo Dietrich
Timo Dietrich
Sharyn Rundle-ThieleSharyn Rundle-Thiele
Sharyn Rundle-Thiele
Christiane StockChristiane Stock
Christiane Stock
This pilot study explores 31 Danish adolescent user experiences for the newly developed virtual party simulation app—Virtual Reality (VR) FestLab. The main objective of this study was to investigate usability for VR FestLab, which aims to improve alcohol resistance skills for Danish adolescents. A secondary objective was to understand gameplay experiences. The study is a mixed method study that draws on questionnaire data (n = 31) and focus group interviews (n = 10) of boarding school students participating in the pilot study. Descriptive statistics were used to examine quantitative data, and qualitative data were analyzed thematically. Quantitative findings indicated that gameplay experiences of the VR simulation were positive, and all User Experience Questionnaire (UEQ) items were answered positively. The focus group interviews showed that adolescents found the simulation to be realistic. Feedback indicated that the group pressure experienced in the simulation was regarded to be less than in real life. Adolescents had varying approaches to playing the VR simulation, they thought the quality of the simulation was good, and only a few users experienced technical difficulties. These initial study findings indicate that VR FestLab is a promising tool for the prevention of alcohol use among adolescents.

25 September 2023 in Heliyon
Verified
Journal Article
Open access
GFGitte Frydenlund
Gitte Frydenlund
JGJulie Dalgaard Guldager
Julie Dalgaard Guldager
KFKatrine Oertel Frederiksen
Katrine Oertel Frederiksen
HEHeidi Klakk Egebæk
Heidi Klakk Egebæk
As smartphone addiction has been linked to poor mental health and lower levels of physical activity, it is of public health interest to explore the behavior behind problematic smartphone use and develop interventions to reduce smartphone use. This study aimed to investigate the risk of smartphone addiction and examine perceived problematic smartphone behavior among university college students.

5 May 2018 in Health Education Research
Verified
Journal Article
Closed access
PDF file
JGJulie Dalgaard Guldager
Julie Dalgaard Guldager
PAPernille Tanggaard Andersen
Pernille Tanggaard Andersen
JSJ von Seelen
J von Seelen
ALAnja Leppin
Anja Leppin
School-based interventions for increasing physical activity among children are widespread, however there is still a lack of knowledge about how school context factors are linked to implementation quality and effectiveness of programmes. The aim of this paper is to examine teacher-perceived effectiveness of a Danish national classroom-based health programme ‘Active Around Denmark’ and in particular, to investigate whether perceptions vary as a function of school social context factors. After completion of the programme all teachers (N = 5.892) received an electronic questionnaire. 2.097 completed the questionnaire (response rate 36%) and 1.781 datasets could be used for analysis. The teachers were asked about their perceptions of changes in children’s attitudes towards and levels of physical activity after the competition. Our results indicated that certain contextual factors, such as schools’ prioritization of health promotion, teachers’ support by their school principal in implementation as well as teacher’s satisfaction with the school’ physical environment made a significant difference in teacher-perceived effectiveness. To conclude, teacher-perceived effectiveness of the health programme does vary as a function of school social context factors.