Effect of prior gaming experience on cybersickness symptoms in a virtual reality environment

This study aimed to explore the influence of prior gaming experience on the intensity and onset of cybersickness symptoms by comparing the effects of virtual reality (VR) immersion in gamers and nongamers. This study involved 50 male participants, with equal numbers of gamers and nongamers, who were subject to a VR environment using head-mounted displays in a sitting position for a 15-minute session. The intensity of cybersickness symptoms, such as nausea, oculomotor disturbances, and disorientation, was measured using a simulator sickness questionnaire, and the onset of cybersickness was measured using the fast motion sickness scale. Physiological indices were measured based on heart rate variability (HRV) parameters. This study found that prior gaming experience significantly affected symptoms of cybersickness during VR immersion. Nongamers experienced more severe symptoms, including higher levels of nausea, disorientation, and oculomotor disturbances, with symptoms appearing earlier than those in gamers. These differences were linked to increased fluctuations in HRV and reduced parasympathetic activity in nongamers, indicating higher autonomic nervous system strain. By contrast, gamers showed more stable HRV responses, suggesting better physiological adaptability to VR environments. These findings indicate that familiarity of gamers with dynamic visual and sensory inputs may help them manage VR-induced sensory conflicts more effectively.

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Publication Details

Journal
Virtual Reality & Intelligent Hardware
Published
2025-10-01
DOI
https://doi.org/10.1016/j.vrih.2025.06.003
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.94
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article

Effect of prior gaming experience on cybersickness symptoms in a virtual reality environment

Titis Wijayanto, Budi Hartono, Chalis Fajri Hasibuan
1 citations
Virtual Reality & Intelligent Hardware
Virtual Reality Applications and Impacts
1.94
article

Effect of prior gaming experience on cybersickness symptoms in a virtual reality environment

Titis Wijayanto, Budi Hartono, Chalis Fajri Hasibuan
article en
1 citations

Abstract

This study aimed to explore the influence of prior gaming experience on the intensity and onset of cybersickness symptoms by comparing the effects of virtual reality (VR) immersion in gamers and nongamers. This study involved 50 male participants, with equal numbers of gamers and nongamers, who were subject to a VR environment using head-mounted displays in a sitting position for a 15-minute session. The intensity of cybersickness symptoms, such as nausea, oculomotor disturbances, and disorientation, was measured using a simulator sickness questionnaire, and the onset of cybersickness was measured using the fast motion sickness scale. Physiological indices were measured based on heart rate variability (HRV) parameters. This study found that prior gaming experience significantly affected symptoms of cybersickness during VR immersion. Nongamers experienced more severe symptoms, including higher levels of nausea, disorientation, and oculomotor disturbances, with symptoms appearing earlier than those in gamers. These differences were linked to increased fluctuations in HRV and reduced parasympathetic activity in nongamers, indicating higher autonomic nervous system strain. By contrast, gamers showed more stable HRV responses, suggesting better physiological adaptability to VR environments. These findings indicate that familiarity of gamers with dynamic visual and sensory inputs may help them manage VR-induced sensory conflicts more effectively.

Virtual Reality & Intelligent HardwareVol. 7(5)
Universitas Gadjah Mada (ID), Medan Area University (ID)
Openalex Percentile: Top 11%
Virtual Reality Applications and Impacts
1.94
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