Abstract

Virtual Reality (VR) is being increasingly explored as an adjunctive therapy for distraction from symptoms of chronic pain. However, using VR often causes cybersickness; a condition with symptoms similar to those of motion and simulator sickness. Cybersickness is commonly assessed using self-report questionnaires, such as the Simulator Sickness Questionnaire (SSQ), and is traditionally conducted post-exposure. It’s usually safe to assume a zero baseline of cybersickness as participants are not anticipated to be exhibiting any sickness symptoms pre-exposure. However, amongst populations such as chronic pain patients, it’s not unusual to experience symptoms of their condition or medication which could have a confounding influence on cybersickness symptom reporting. Therefore, in population groups where illness and medication use is common, assuming baseline is not necessarily desirable. This study aimed to investigate cybersickness baseline recordings amongst a chronic pain population, and highlights how deviations from an assumed baseline may incorrectly infer adverse effects arising from VR exposure. A repeated measures study design was used, in which twelve participants were assessed pre and post VR exposure via SSQ. Significant differences were found between actual and assumed pre-exposure baseline scores. Furthermore, we found significant differences between actual and assumed increases in cybersickness scores from baseline to post exposure. This study highlights that clinical sub-populations cannot be assumed to have a zero baseline SSQ score, and this should be taken into consideration when evaluating the usability of VR systems or interventions for participants from different demographics.

Highlights

  • Virtual Reality (VR) is being used more often in medical and scientific research, for a variety of applications (Riva, 2005; Malloy and Milling, 2010; Valmaggia et al, 2016; Vaughan et al, 2016), and has been demonstrated as a powerful and flexible technology which is affordable and relatively easy to use.in spite of the rich potential of this technology for use in healthcare, it is common for persons to prematurely exit a VR experience because of symptoms associated with cybersickness (McCauley and Sharkey, 1992; Garrett et al, 2017)

  • We theorised that using post-exposure Sickness Questionnaire (SSQ) scores in VR studies may lead to misinterpretation of results in some clinical populations such as those with chronic pain

  • We formulated three hypotheses regarding how pain participants cybersickness scores would compare to an assumed baseline scoring of the healthy population, and whether the pre-exposure state of pain participants differs from healthy participants assumed baseline

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Summary

Introduction

Virtual Reality (VR) is being used more often in medical and scientific research, for a variety of applications (Riva, 2005; Malloy and Milling, 2010; Valmaggia et al, 2016; Vaughan et al, 2016), and has been demonstrated as a powerful and flexible technology which is affordable and relatively easy to use.in spite of the rich potential of this technology for use in healthcare, it is common for persons to prematurely exit a VR experience because of symptoms associated with cybersickness (McCauley and Sharkey, 1992; Garrett et al, 2017). Virtual Reality (VR) is being used more often in medical and scientific research, for a variety of applications (Riva, 2005; Malloy and Milling, 2010; Valmaggia et al, 2016; Vaughan et al, 2016), and has been demonstrated as a powerful and flexible technology which is affordable and relatively easy to use. Cybersickness is defined as onset of nausea, oculomotor, and/or disorientation while experiencing virtual environments It has been reported that as many as 80% of participants experience an increase in symptoms within 10 min of being exposed to VR (Kim et al, 2005; Cobb et al, 1999), and these studies pre-date consumer VR, recent research indicates that this issue is still prevalent (Yildirim, 2020)

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