Virtual reality (VR) gaming has become increasingly popular, with VR devices capturing the attention of gamers worldwide. However, the issue of cybersickness has emerged as a significant challenge, affecting user experiences and satisfaction. This paper delves into the causes of cybersickness in VR gaming. Drawing from existing research on the topic, we examine the phenomenon of cybersickness in the context of VR gaming. Our investigation involves the development of a simple VR game designed for educational purposes. Through a series of tests and observations, we explore the occurrence and absence of cybersickness symptoms in relation to the identified causes reported in the literature. Our preliminary findings suggest that cybersickness may be attributed to a phenomenon known as sensory mismatch theory that occurs when there is a conflict between visually perceived motion within the VR environment and the physical sensations experienced by the user. Surprisingly, we discovered that high-quality virtual environments, intended to replicate real-world settings, may intensify cybersickness due to a heightened sensory disparity between visual and physical cues. These initial observations shed light on the potential role of brain mismatch in cybersickness during VR gaming. By deepening our understanding of the underlying causes, we can strive towards minimizing cybersickness, thus enhancing the overall user experience in VR gaming.

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Unraveling Cybersickness in VR Gaming: Exploring Causes and Strategies for Mitigation

  • Nuha Bahatheq,
  • Hoda Elsayed

摘要

Virtual reality (VR) gaming has become increasingly popular, with VR devices capturing the attention of gamers worldwide. However, the issue of cybersickness has emerged as a significant challenge, affecting user experiences and satisfaction. This paper delves into the causes of cybersickness in VR gaming. Drawing from existing research on the topic, we examine the phenomenon of cybersickness in the context of VR gaming. Our investigation involves the development of a simple VR game designed for educational purposes. Through a series of tests and observations, we explore the occurrence and absence of cybersickness symptoms in relation to the identified causes reported in the literature. Our preliminary findings suggest that cybersickness may be attributed to a phenomenon known as sensory mismatch theory that occurs when there is a conflict between visually perceived motion within the VR environment and the physical sensations experienced by the user. Surprisingly, we discovered that high-quality virtual environments, intended to replicate real-world settings, may intensify cybersickness due to a heightened sensory disparity between visual and physical cues. These initial observations shed light on the potential role of brain mismatch in cybersickness during VR gaming. By deepening our understanding of the underlying causes, we can strive towards minimizing cybersickness, thus enhancing the overall user experience in VR gaming.