Abstract

Uncomfortable sensations that arise during virtual reality (VR) use have always been among the industry’s biggest challenges. While certain VR-induced effects, such as cybersickness, have garnered a lot of interest from academia and industry over the years, others have been overlooked and underresearched. Recently, the research community has been calling for more holistic approaches to studying the issue of VR discomfort. Focusing on active VR gaming, our article presents the results of two user studies with a total of 40 participants. Incorporating state-of-the-art VR-specific measures (the Simulation Task Load Index—SIM-TLX, Cybersickness Questionnaire—CSQ, Virtual Reality Sickness Questionnaire—VRSQ) into our methodology, we examined workload, musculoskeletal discomfort, device-related discomfort, cybersickness, and changes in reaction time following VR gameplay. Using a set of six different active VR games (three per study), we attempted to quantify and compare the prevalence and intensity of VR-induced symptoms across different genres and game mechanics. Varying between individuals, as well as games, the diverse symptoms reported in our study highlight the importance of including measures of VR-induced effects other than cybersickness into VR gaming user studies, while questioning the suitability of the Simulator Sickness Questionnaire (SSQ)—arguably the most prevalent measure of VR discomfort in the field—for use with active VR gaming scenarios.

Full Text
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