News Release

Differing cybersickness when playing or watching a virtual reality game

Peer-Reviewed Publication

Mary Ann Liebert, Inc./Genetic Engineering News

Cyberpsychology, Behavior, and Social Networking

image: Explores the psychological and social issues surrounding the Internet and interactive technologies. view more 

Credit: Mary Ann Liebert Inc., publishers

Passive watching of a virtual reality game caused relatively severe cybersickness. In contrast, active playing of the game led to diminishing cybersickness, according to a study published in the peer-reviewed journal Cyberpsychology, Behavior, and Social Networking. Click here to read the article now.

Virtual reality sickness, or cybersickness, is a significant obstacle to being able to sustain the feeling of presence in the virtual reality experience.

Upyong Hong, PhD, from Konkuk University, and coauthors, investigated whether the degree of cybersickness varies depending on how the virtual reality content is experienced, and whether specific eye movement characteristics are associated with changes in cybersickness. The investigators collected and analyzed eye-tracking data.

Eye movement patterns changed depending on the different levels of cybersickness. Eye movements became more restricted as cybersickness increased. The investigators concluded that “more active eye movements reduced cybersickness. Thus, the restricted eye movements in the passive watching mode can be considered the cause of the higher level of cybersickness.”

“As more of our time is spent in virtual worlds, it becomes ever more important to enhance methods of detecting and quantifying cybersickness. This in turn allows us to develop techniques to prevent or mitigate its detrimental effects on the user’s sense of presence,” says Editor-in-Chief Brenda K. Wiederhold, PhD, MBA, BCB, BCN, Interactive Media Institute, San Diego, California and Virtual Reality Medical Institute, Brussels, Belgium.

About the Journal

Cyberpsychology, Behavior, and Social Networking is an authoritative peer-reviewed journal published monthly online with Open Access options and in print that explores the psychological and social issues surrounding the Internet and interactive technologies.  Complete tables of contents and a sample issue may be viewed on the Cyberpsychology, Behavior, and Social Networking website.

About the Publisher

Mary Ann Liebert, Inc., publishers known for establishing authoritative peer-reviewed journals in many promising areas of science and biomedical research. A complete list of the firm’s more than 100 journals, books, and newsmagazines is available on the Mary Ann Liebert, Inc., publishers website.


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