由虚幻运动引起的虚拟现实病是否受性别和先前电子游戏体验的影响?

Katharina Margareta Theresa Pöhlmann, Louise O'hare, J. Föcker, A. Parke, P. Dickinson
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引用次数: 2

摘要

使用VR头显的游戏正变得越来越流行;然而,这些显示器可能会导致VR病。为了研究性别和玩家类型对VR晕眩的影响,运动幻觉被用作刺激,这是一种诱导运动感知的新方法,同时最大限度地减少了“调节收敛冲突”。与男性和有经验的动作游戏玩家相比,女性和不玩动作游戏的人经历了更严重的VR疾病症状。性别和玩家类型的互动表明,之前的电子游戏体验对女性有益,但对男性却没有同样的积极影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Is Virtual Reality Sickness Elicited by Illusory Motion Affected by Gender and Prior Video Gaming Experience?
Gaming using VR headsets is becoming increasingly popular; however, these displays can cause VR sickness. To investigate the effects of gender and gamer type on VR sickness motion illusions are used as stimuli, being a novel method of inducing the perception of motion whilst minimising the "accommodation vergence conflict". Females and those who do not play action games experienced more severe VR sickness symptoms compared to males and experienced action gamers. The interaction of the gender and gamer type revealed that prior video gaming experience was beneficial for females, however, for males, it did not show the same positive effects.
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