Is Video Gaming a Cure for Cybersickness? Gamers Experience Less Cybersickness Than Non-Gamers in a VR Self-Motion Task

Cybersickness remains a major drawback of Virtual Reality (VR) headsets, as a breadth of stationary experiences with visual self-motion can result in visually-induced motion sickness. However, not everybody experiences the same intensity or type of adverse symptoms. Here we propose that prior experience with virtual environments can predict ones degree of cybersickness. Video gaming can enhance visuospatial abilities, which in-turn relate negatively to cybersickness - meaning that consistently engaging in virtual environments can result in protective habituation effects. In a controlled stationary VR experiment, we found that 'VR-naive' video gamers experienced significantly less cybersickness in a virtual tunnel-travel task and outperformed 'VR-naive' non-video gamers on a visual attention task. These findings strongly motivate the use of non-VR games for training VR cybersickness resilience, with future research needed to further understand the mechanism(s) by which gamers become cybersickness resilient - potentially expanding access to VR for even the most susceptible participants.

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Publication Details

Journal
IEEE Transactions on Visualization and Computer Graphics
Published
2024-09-10
DOI
https://doi.org/10.1109/tvcg.2024.3456176
Citations
12
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
4.46
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article

Is Video Gaming a Cure for Cybersickness? Gamers Experience Less Cybersickness Than Non-Gamers in a VR Self-Motion Task

Graham Wilson, Stephen Brewster, Katharina Margareta Theresa Pöhlmann, Mark McGill et al.
12 citations
IEEE Transactions on Visualization and Computer Graphics
Virtual Reality Applications and Impacts
4.46
article

Is Video Gaming a Cure for Cybersickness? Gamers Experience Less Cybersickness Than Non-Gamers in a VR Self-Motion Task

Graham Wilson, Stephen Brewster, Katharina Margareta Theresa Pöhlmann, Mark McGill, Frank Pollick, Gang Li
article en
12 citations

Abstract

Cybersickness remains a major drawback of Virtual Reality (VR) headsets, as a breadth of stationary experiences with visual self-motion can result in visually-induced motion sickness. However, not everybody experiences the same intensity or type of adverse symptoms. Here we propose that prior experience with virtual environments can predict ones degree of cybersickness. Video gaming can enhance visuospatial abilities, which in-turn relate negatively to cybersickness - meaning that consistently engaging in virtual environments can result in protective habituation effects. In a controlled stationary VR experiment, we found that 'VR-naive' video gamers experienced significantly less cybersickness in a virtual tunnel-travel task and outperformed 'VR-naive' non-video gamers on a visual attention task. These findings strongly motivate the use of non-VR games for training VR cybersickness resilience, with future research needed to further understand the mechanism(s) by which gamers become cybersickness resilient - potentially expanding access to VR for even the most susceptible participants.

IEEE Transactions on Visualization and Computer GraphicsVol. 30(11)
University of Glasgow (GB)
Openalex Percentile: Top 5%
Virtual Reality Applications and Impacts
4.46
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