Challenge door Telenet The Park

How can Telenet The Park spark adolescents' interest in VR to increase their engagement with the business activities of Telenet The Park?

Over deze challenge

Virtual reality (VR) and extended reality (XR) has undeniably been on the rise, garnering increasing attention across various industries and applications. From immersive multi-player gaming experiences (e.g. Telenet The Park in Belgium) to cutting-edge training simulations, VR's potential knows few bounds. However, despite these promising developments, the general public remains somewhat reluctant to fully embrace this technology. Factors such as concerns about motion sickness, the wearability and cost of high-quality VR equipment, and limited awareness of its potential benefits have contributed to this hesitation.

By investigating the factors that influence adolescents (suggested in literature to be more accepting and are more inclined to try and adopt new technologies) to use or not use VR, this challenge hopes to find an answer for the following research questions:

"How can Telenet The Park spark adolescents' interest in VR to increase their engagement with the business activities of Telenet The Park?"

"What are the main drivers and thresholds for adolescents (16-20) to use VR?"

By providing more insights into these drivers and thresholds, this challenge hopes to find ways Telenet The Park can remove these barriers, starting by sensitizing adolescents, and then expanding to make VR more accessible to the general public.

Teamleden

  • Nikita De Paepe
  • Lucas Dieleman
  • Sam Engels
  • Alexander Heerinckx
  • Michiel Hielegems
  • Ebe Pauwels
  • Leonie Schoofs
  • Mary Shah
  • Siebe Van de Velde
  • Gill Van Impe
  • Wout Vermeir