{"title":"Effect of prior gaming experience on cybersickness symptoms in a virtual reality environment","authors":"Chalis Fajri HASIBUAN , Budi HARTONO , Titis WIJAYANTO","doi":"10.1016/j.vrih.2025.06.003","DOIUrl":null,"url":null,"abstract":"<div><h3>Background</h3><div>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.</div></div><div><h3>Methods</h3><div>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.</div></div><div><h3>Results</h3><div>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.</div></div><div><h3>Conclusion</h3><div>These findings indicate that familiarity of gamers with dynamic visual and sensory inputs may help them manage VR-induced sensory conflicts more effectively.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 5","pages":"Pages 468-482"},"PeriodicalIF":6.1000,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Virtual Reality Intelligent Hardware","FirstCategoryId":"1093","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2096579625000440","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/11/6 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"Computer Science","Score":null,"Total":0}
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Abstract
Background
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.
Methods
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.
Results
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.
Conclusion
These findings indicate that familiarity of gamers with dynamic visual and sensory inputs may help them manage VR-induced sensory conflicts more effectively.