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Investigating the Cybersickness and Postural Instability Experienced by Users When Playing Video Games in Virtual Reality Over a Prolonged and Repeated Time
Dissertation   Open access

Investigating the Cybersickness and Postural Instability Experienced by Users When Playing Video Games in Virtual Reality Over a Prolonged and Repeated Time

Adriano da Silva Marinho
University of the Sunshine Coast, Queensland
Doctor of Philosophy, University of the Sunshine Coast
2019
DOI:
https://doi.org/10.25907/00199
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Abstract

virtual reality cybersickness postural instability HTC Vive
Virtual reality (VR) is a model of reality that is generated by a computing device, with which people can interact (Blade & Pagett 2014). In VR, people can be "transported" to either realistic or completely abstract environments, typically using head-mounted displays (HMDs). Early attempts at VR were out of the reach of the average consumer due to high costs and other factors, such as lag in position tracking and the amount of computing power required to render the virtual environments (Carson 2015; Parisi 2015). Consequently, public interest in VR faded and for close to two decades VR was largely confined to research labs, and high-end military and industrial applications (Perton 2016). However, current advances in the technology have made the release of new, affordable VR HMDs possible. In the past, not only were HMDs and other VR devices expensive, but they could also make users feel sick, notably with cybersickness and postural instability. However, it is not known whether these negative effects persist for users of the latest generation of VR HMDs, particularly those users who will be immersed in VR for lengthy periods of time and frequently. This PhD thesis investigates cybersickness and postural instability experienced by users when playing video games in VR over a prolonged and repeated time (two sessions of 30 minutes, a week apart). In the study, 80 participants played 30 minutes of a VR game twice and one week apart in a laboratory setting, using the HTC Vive HMD. Participants' cybersickness and postural instability were assessed at three time points during each play session: before playing the game, after playing the game, and after a 10-minute recovery time. To assess their cybersickness, participants completed the Simulator Sickness Questionnaire (Kennedy et al. 1993). To assess their postural instability, participants were asked to stand on both their legs on a Nintendo Wii Balance Board for 30 seconds under two conditions (eyes closed and head tilted up). Additionally, the study investigated whether participants' gaming experience and the genre of the game they played had an impact on their cybersickness and postural instability.

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