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

IF 6.1 Q1 Computer Science
Virtual Reality Intelligent Hardware Pub Date : 2025-10-01 Epub Date: 2025-11-06 DOI:10.1016/j.vrih.2025.06.003
Chalis Fajri HASIBUAN , Budi HARTONO , Titis WIJAYANTO
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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.
先前的游戏体验对虚拟现实环境中晕机症状的影响
本研究旨在通过比较虚拟现实(VR)沉浸对游戏玩家和非游戏玩家的影响,探讨过往游戏经历对晕机症状强度和发作的影响。方法:这项研究涉及50名男性参与者,其中游戏玩家和非游戏玩家的人数相等,他们坐在一个使用头戴式显示器的虚拟现实环境中,持续15分钟。晕机症状的强度,如恶心、眼动障碍和定向障碍,使用模拟晕机问卷进行测量,晕机症状的发作使用快速晕动病量表进行测量。以心率变异性(HRV)为指标测定生理指标。结果本研究发现,先前的游戏体验显著影响VR沉浸时的晕屏症状。非游戏玩家会出现更严重的症状,包括更严重的恶心、定向障碍和眼球运动障碍,这些症状出现的时间比游戏玩家早。这些差异与非游戏者HRV波动增加和副交感神经活动减少有关,表明自主神经系统紧张程度更高。相比之下,游戏玩家表现出更稳定的HRV反应,表明他们对VR环境有更好的生理适应性。这些发现表明,玩家对动态视觉和感官输入的熟悉可能有助于他们更有效地处理vr引发的感官冲突。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Virtual Reality  Intelligent Hardware
Virtual Reality Intelligent Hardware Computer Science-Computer Graphics and Computer-Aided Design
CiteScore
6.40
自引率
0.00%
发文量
35
审稿时长
12 weeks
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