Virtual reality sickness (also known as cybersickness) occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms.[1] The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.[2] Other symptoms include postural instability and retching.[2] Virtual reality sickness is different from motion sickness in that it can be caused by the visually-induced perception of self-motion; real self-motion is not needed.[1] It is also different from simulator sickness; non-virtual reality simulator sickness tends to be characterized by oculomotor disturbances, whereas virtual reality sickness tends to be characterized by disorientation.
Individual differences in susceptibility
Individuals vary widely in their susceptibility to simulator and virtual reality sickness.[2] Some of the factors in virtual reality sickness are listed below:[2]
- Age: Susceptibility to motion sickness is highest between the ages of 2 and 12. It then decreases rapidly until about age 21, and continues to decrease more slowly after that.[9] It has been suggested that virtual reality sickness might follow a similar pattern,[2] but more recent research has suggested that adults over the age of 50 are more susceptible than younger adults to virtual reality sickness.[6]
- Postural stability: Postural instability has been found to increase susceptibility to visually-induced motion sickness.[20] Not surprisingly, it is also associated with increased susceptibility to nausea and disorientation symptoms of virtual reality sickness.[2][21]
- Flicker fusion frequency threshold: Because flicker in the display has been associated with increased risk of virtual reality sickness, people with a low threshold for detecting flicker may be more susceptible to virtual reality sickness.[2]
- Ethnicity: Asiatic people may be more susceptible to virtual reality sickness.[5] Chinese women appear to be more susceptible to virtual reality sickness than European-American and African-American women; research suggests that they are more susceptible to vision-based motion sickness.[22] Tibetans and Northeast Indians also appear to be more susceptible to motion sickness than Caucasian people,[23] suggesting that they would also be more susceptible to virtual reality sickness, since susceptibility to motion sickness predicts susceptibility to a wide range of motion-sickness related disturbances.[5]
- Experience with the system: Users seem to become less likely to develop virtual reality sickness as they develop familiarity with a virtual reality system. Adaptation may occur as quickly as the second exposure to the virtual reality system.[24]
- Gender: Women are more susceptible than men to virtual reality sickness.[25][26][27][28] This may be due to hormonal differences,[25][27] it may be because women have a wider field of view than men,[25] or gender differences in depth cue recognition.[28] Women are most susceptible to virtual reality sickness during ovulation[29] and a wider field of view is also associated with an increase in virtual reality sickness.[30]
- Health: Susceptibility to virtual reality sickness appears to increase in people who are not at their usual level of health, suggesting that virtual reality may not be appropriate for people who are in ill health.[30] This includes people who are fatigued; have not had enough sleep; are nauseated; or have an upper respiratory illness, ear trouble, or influenza.[2][31]
- Mental Rotation Ability: Better mental rotation ability appears to reduce susceptibility to virtual reality sickness, suggesting that training users in mental rotation may reduce the incidence of virtual reality sickness.[31]
- Field Dependence/Independence: Field dependence/independence is a measure of perceptual style. Those with strong field dependence exhibit a strong influence of surrounding environment on their perception of an object, whereas people with strong field independence show a smaller influence of surrounding environment on their perception of the object. While the relationship between field dependence/independence and virtual reality sickness is complex, it appears that, in general, people without a strong tendency towards one extreme or the other are most susceptible to virtual reality sickness.[5]
- Motion Sickness Sensitivity: Those who are more sensitive to motion sickness in reality are also more sensitive to virtual reality sickness.[12]
https://en.wikipedia.org/wiki/Virtual_reality_sickness