Evaluation of Participant Impressions in a Reflection Workshop Using VR Scenarios Replicating Toddler Tantrums
Abstract
Parental responses to toddler tantrums are critical to child development, yet reflecting on these high-stress moments is often hindered by self-reporting biases and the unique nature of each child's behavior. This study proposes a novel reflection system that uses Virtual Reality (VR) and the metaverse to facilitate objective, collaborative review. We developed a VR scenario simulating a three-year-old’s tantrum in a public space, capturing participants' physical movements and gaze data. These logs were then reconstructed in a metaverse environment for a collaborative reflection workshop. Twelve parents of preschool-aged children participated in this study. During the reflection sessions, participants experienced from multiple perspectives, observing the tantrum scenario from their own perspective, a peer’s viewpoint, a bystander’s position, and the child’s perspective. Qualitative analysis of the sessions and post-interviews indicated that the system effectively prompted participants to articulate insights, including differences in parenting styles and the physical presence of adults from a child’s perspective. While participants noted that the simulation lacked certain real-world stressors like daily fatigue, the high immersion and the ability to compare reactions to standardized stimuli provided insights difficult to achieve through traditional discussion. These results suggest that VR-mediated, multi-perspective reflection is a promising tool for parenting support and behavioral training.
Keywords: Parenting Support, Virtual Reality (VR), Metaverse, Collaborative Reflection
DOI: 10.54941/ahfe1007655
Cite this paper
More from this volume
- Assessment of Competency and Safety Behaviour of Crane Operator Trainees: A Case Study on Conventional and Immersive (VR) Crane Operation Training
- A Comparative Case Study of Crane Operation Training Methods: Immersive Training, Theory-Based Training, and Real Crane Operation
- Bridging the Gap in Immersive Analytics: Visualizing Unstructured Data in the Era of Generative AI
- Exploring Design-Relevant Insights from Existing Heuristic Studies for Virtual Object Design in Virtual Reality
- Design of Serious Games for Historical Culture via Contextualized Experience and Gamified Design Strategies: A Case Study of “Captain Beard”
- A transformation model on how to start a Metaverse Use Case
- Immersive Mindfulness: The Effectiveness of VR-Based Techniques Compared to Traditional Mindfulness Practices
- When Seeing Isn't Believing: How Prior Immersion History Dissociates Perceptual from Evaluative Responses to Immersive Displays
- Wayfinding Efficiency of Virtual versus Traditional Signage under Emergency Conditions: A Virtual Reality Experiment
- Fantasy, realism, and attention in virtual reality: An exploratory mixed-methods study of coherence factors and player judgments
- Chu-Han Treasure Keepers: AR Board Game Design Based on Cultural Translation Theory - Case Study of Xuzhou Museum and Intangible Cultural Heritage
- Evaluating Aircraft Cabin Design in Virtual Reality: The Role of Environmental Context


AHFE Open Access