Cybersickness and postural stability of first time VR users playing VR videogames
This study investigated symptoms of cybersickness and postural instability experienced by new users of head-mounted display virtual reality (HMD-VR), playing VR videogames over long and repeated sessions, and moderation of these symptoms by previous videogame experience and intensity of videogame st...
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Veröffentlicht in: | Applied ergonomics 2022-05, Vol.101, p.103698-103698, Article 103698 |
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Zusammenfassung: | This study investigated symptoms of cybersickness and postural instability experienced by new users of head-mounted display virtual reality (HMD-VR), playing VR videogames over long and repeated sessions, and moderation of these symptoms by previous videogame experience and intensity of videogame stimulus.
Cybersickness (SSQ) and postural stability (anterior-posterior path-velocity) of new users of VR (n = 80) was collected PRE-VR, POST-VR and 10 min after completing (POST-RECOVERY) a VR gaming experience. Users comprised of videogamers (n = 40) and non-videogamers (n = 40), who were randomly assigned to play either action (high-intensity stimuli) or adventure (low-intensity stimuli) games in VR for 30 min and repeated twice, one week apart.
All participants, irrespective of gaming status and genre of game, experienced significant cybersickness after 30 min in VR using current-generation HMD-VR technology, and did not adapt (POST-VR) after two sessions. However videogamers were able to recover (POST-RECOVERY) from cybersickness induced in VR significantly better than non-videogamers.
All participants experienced significantly better postural stability after 30 min in VR, irrespective of gaming experience or genre of game.
Developers should create VR experiences that minimise negative symptoms of cybersickness and postural instability experience by new users of VR.
•Current generation HMD-VR induced significant cybersickess (SSQ) in first time users of VR.•Prior gaming experience or genre of VR game played did not significantly affect cybersickness.•Gamers were able to recover from cybersickness induced by VR significantly better than non-gamers.•New VR users experienced significantly better postural stability after the VR experience.•Postural stability not significantly different between gamers and non-gamers, or between playing action and adventure games. |
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ISSN: | 0003-6870 1872-9126 |
DOI: | 10.1016/j.apergo.2022.103698 |