Skip to main content

Cybersickness Among Gamers: An Online Survey

  • Conference paper
  • First Online:
Advances in Human Factors in Wearable Technologies and Game Design (AHFE 2019)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 973))

Included in the following conference series:

Abstract

In recent years a trend of head-mounted displays (HMDs) appears on the consumer market and it expands the entertainment dimension by adding a new segment to it called virtual reality (VR) gaming. However, VR games not only bring enjoyment to the players, but they also bring discomfort called cybersickness. In this study, an online survey among gamers was used to identify whether and which symptoms of cybersickness occur while playing VR games. The results showed that the most experienced symptoms during or after VR exposure regarding gaming are nausea, fatigue, and general discomfort. Additionally, the paper aims to give insights about what gamers do against cybersickness associated with VR games. The findings showed that the side effects of VR games are widespread among gamers and an appropriate solution has not been found yet. This paper is a starting point for more extended research on cybersickness induced by VR games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    https://www.epicgames.com/roborecall/en-US/home.

  2. 2.

    https://store.playstation.com/de-de/product.

  3. 3.

    https://www.oculus.com/experiences/rift/1369078409873402.

References

  1. Joseph, J., LaViola, J.: A discussion of cybersickness in virtual environments. SIGCHI Bull. 32, 47–56 (2000)

    Article  Google Scholar 

  2. Kennedy, R.S., Drexler, J.M., Compton, D.E., Stanney, K.M., Lanham, D.S., Harm, D.L.: Configural scoring of simulator sickness, cybersickness and space adaptation syndrome: similarities and differences. Virtual Adapt. Environ. Appl. Implic. Hum. Perform. 247 (2003)

    Google Scholar 

  3. Reason, Brand, J.J.: Motion Sickness. Academic Press Inc. (1975)

    Google Scholar 

  4. Riccio, G.E., Stoffregen, T.A.: An ecological theory of motion sickness and postural instability. Ecol. Psychol. 3, 195–240 (1991)

    Article  Google Scholar 

  5. Prothero, J.D.: The role of rest Frames in Vection, Presence and Motion Sickness, pp. 169. University of Washington (1998)

    Google Scholar 

  6. Jinjakam, C., Hamamoto, K.: Simulator sickness in immersive virtual environment. Biomed. Eng. Int. Conf. (BMEiCON) 2012, 1–4 (2012)

    Google Scholar 

  7. Cobb, S.V.G., Nichols, S., Ramsey, A., Wilson, J.R.: Virtual reality-induced symptoms and effects (VRISE). Presence 8, 169–186 (1999)

    Article  Google Scholar 

  8. https://www.statista.com/statistics/426469/active-virtual-reality-users-worldwide/

  9. Biocca, F.: Will simulation sickness slow down the diffusion of virtual environment technology? Presence: Teleoper. Virt. Environ. 1, 334–343 (1992)

    Article  Google Scholar 

  10. Davis, S., Nesbitt, K., Nalivaiko, E.: Comparing the onset of cybersickness using the Oculus Rift and two virtual roller coasters. In: 11th Australasian Conference on Interactive Entertainment (IE 2015), pp. 3–14. ACS (2015)

    Google Scholar 

  11. Shafer, D.M., Carbonara, C.P., Korpi, M.F.: Factors affecting enjoyment of virtual reality games: a comparison involving consumer-grade virtual reality technology. Games Health J. 8(1), 15–23 (2018)

    Article  Google Scholar 

  12. Pallavicini, F., Ferrari, A., Pepe, A., Garcea, G., Zanacchi, A., Mantovani, F.: Effectiveness of virtual reality survival horror games for the emotional elicitation: preliminary insights using resident evil 7: biohazard. In: International Conference on Universal Access in Human-Computer Interaction, pp. 87–101. Springer (2018)

    Google Scholar 

  13. Walch, M., Frommel, J., Rogers, K., Schuessel, F., Hock, P., Dobbelstein, D., Weber, M.: Evaluating VR driving simulation from a player experience perspective. In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, pp. 2982–2989. ACM, Denver, Colorado, USA (2017)

    Google Scholar 

  14. Fernandes, A.S., Feiner, S.K.: Combating VR sickness through subtle dynamic field-of-view modification. In: 2016 IEEE Symposium on 3D User Interfaces (3DUI), pp. 201–210. (2016)

    Google Scholar 

  15. Farmani, Y., Teather, R.J.: Viewpoint snapping to reduce cybersickness in virtual reality (2018)

    Google Scholar 

  16. Whittinghill, D.M., Ziegler, B., Case, T., Moore, B.: Nasum virtualis: a simple technique for reducing simulator sickness. In: Games Developers Conference (GDC) (2015)

    Google Scholar 

  17. Curtis, M.K., Dawson, K., Jackson, K., Litwin, L., Meusel, C., Dorneich, M.C., Gilbert, S.B., Kelly, J., Stone, R., Winer, E.: Mitigating visually induced motion sickness. Proc. Hum. Factors Ergon. Soc. Ann. Meet. 59, 1839–1843 (2015)

    Article  Google Scholar 

  18. Curry, R., Artz, B., Cathey, L., Grant, P., Greenberg, J.: Kennedy SSQ results: fixed vs. motion-base ford simulators (2002)

    Google Scholar 

  19. Merhi, O., Faugloire, E., Flanagan, M., Stoffregen, T.A.: Motion sickness, console video games, and head-mounted displays. Hum. Factors 49, 920–934 (2007)

    Article  Google Scholar 

  20. Stoffregen, T.A., Smart Jr., L.J.: Postural instability precedes motion sickness. Brain Res. Bull. 47, 437–448 (1998)

    Article  Google Scholar 

  21. Rebenitsch, L.R.: Cybersickness Prioritization and Modeling. Michigan State University (2015)

    Google Scholar 

  22. Rebenitsch, L., Owen, C.: Individual variation in susceptibility to cybersickness. In: Proceedings of the 27th Annual ACM Symposium on User Interface Software and Technology, pp. 309–317. ACM, Honolulu, Hawaii, USA (2014)

    Google Scholar 

  23. Stanney, K.M., Hale, K.S., Nahmens, I., Kennedy, R.S.: What to expect from immersive virtual environment exposure: influences of gender, body mass index, and past experience. Hum. Factors: J. Hum. Factors Ergon. Soc. 45, 504–520 (2003)

    Article  Google Scholar 

  24. Wright, R.H.: Helicopter Simulator Sickness: A State-of-the-Art Review of Its Incidence, Causes, and Treatment (1995)

    Google Scholar 

  25. Matas, N.A., Nettelbeck, T., Burns, N.R.: Dropout during a driving simulator study: a survival analysis. J. Saf. Res. 55, 159–169 (2015)

    Article  Google Scholar 

  26. Basu, A., Ball, C., Manning, B., Johnsen, K.: Effects of user physical fitness on performance in virtual reality. In: 2016 IEEE Symposium on 3D User Interfaces (3DUI), pp. 233–234 (2016)

    Google Scholar 

  27. Taha, Z.H., Jen, Y.H., Gadzila, R.A.R., Chai, A.P.T.: The effect of body weight and height on incidence of cyber sickness among immersive environment malaysian users. In: Proceedings of 17th World Congress on Ergonomics (2009)

    Google Scholar 

  28. Ames, S.L., Wolffsohn, J.S., Mcbrien, N.A.: The development of a symptom questionnaire for assessing virtual reality viewing using a head-mounted display. Optom. Vis. Sci. 82, 168–176 (2005)

    Article  Google Scholar 

  29. Golding, J.F.: Motion sickness susceptibility. Auton. Neurosci. Basic Clin. 129, 67–76 (2006)

    Article  Google Scholar 

  30. Booth, M.: Assessment of physical activity: an international perspective. Res. Q. Exerc. Sport 71, 114–120 (2000)

    Article  Google Scholar 

  31. Regan, C.: An investigation into nausea and other side-effects of head-coupled immersive virtual reality. Virt. Real. 1, 17–31 (1995)

    Article  Google Scholar 

  32. Duh, H.B.-L., Parker, D.E., Furness, T.A.: An independent visual background reduced simulator sickness in a driving simulator. Presence: Teleoper. Virt. Environ. 13, 578–588 (2004)

    Article  Google Scholar 

  33. Frommel, J., Sonntag, S., Weber, M.: Effects of controller-based locomotion on player experience in a virtual reality exploration game. In: Proceedings of the 12th International Conference on the Foundations of Digital Games, p. 30. ACM (2017)

    Google Scholar 

  34. Yoon, H., Lee, S., Park, J., Choi, Y., Cho, S.: Development of racing game using motion seat. In: 2017 International Symposium on Ubiquitous Virtual Reality (ISUVR), pp. 4–7. IEEE (2017)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Stanislava Rangelova .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Rangelova, S., Motus, D., André, E. (2020). Cybersickness Among Gamers: An Online Survey. In: Ahram, T. (eds) Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2019. Advances in Intelligent Systems and Computing, vol 973. Springer, Cham. https://doi.org/10.1007/978-3-030-20476-1_20

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-20476-1_20

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-20475-4

  • Online ISBN: 978-3-030-20476-1

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics