Cybersickness in Virtual Reality: The Role of Individual Differences, Its Effects on Cognitive Functions and Motor Skills, and Intensity Differences during and after Immersion
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first_pagesettingsOrder Article ReprintsOpen AccessArticleCybersickness in Virtual Reality: The Role of Individual Differences, Its Effects on Cognitive Functions and Motor Skills, and Intensity Differences during and after Immersionby Panagiotis Kourtesis 1,2,3,*ORCID,Agapi Papadopoulou 1 andPetros Roussos 1ORCID1Department of Psychology, National and Kapodistrian University of Athens, 15772 Athens, Greece2Department of Psychology, The American College of Greece, 15342 Athens, Greece3Department of Psychology, University of Edinburgh, EH8 9YL Edinburgh, UK*Author to whom correspondence should be addressed.Virtual Worlds 2024, 3(1), 62-93; https://doi.org/10.3390/virtualworlds3010004Submission received: 26 October 2023 / Revised: 9 January 2024 / Accepted: 26 January 2024 / Published: 2 February 2024Downloadkeyboard_arrow_down Browse Figures Versions NotesAbstractBackground: Given that VR is used in multiple domains, understanding the effects of cybersickness on human cognition and motor skills and the factors contributing to cybersickness is becoming increasing important. This study aimed to explore the predictors of cybersickness and its interplay with cognitive and motor skills. Methods: 30 participants, 20–45 years old, completed the MSSQ and the CSQ-VR, and were immersed in VR. During immersion, they were exposed to a roller coaster ride. Before and after the ride, participants responded to the CSQ-VR and performed VR-based cognitive and psychomotor tasks. After the VR session, participants completed the CSQ-VR again. Results: Motion sickness susceptibility, during adulthood, was the most prominent predictor of cybersickness. Pupil dilation emerged as a significant predictor of cybersickness. Experience with videogaming was a significant predictor of cybersickness and cognitive/motor functions. Cybersickness negatively affected visuospatial working memory and psychomotor skills. Overall the intensity of cybersickness’s nausea and vestibular symptoms significantly decreased after removing the VR headset. Conclusions: In order of importance, motion sickness susceptibility and gaming experience are significant predictors of cybersickness. Pupil dilation appears to be a cybersickness biomarker. Cybersickness affects visuospatial working memory and psychomotor skills. Concerning user experience, cybersickness and its effects on performance should be examined during and not after immersion.
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