Examination of Cybersickness in Virtual Reality: The Role of Individual
Differences, Effects on Cognitive Functions & Motor Skills, and Intensity
Differences During and After Immersion
Background: Given that VR is applied in multiple domains, understanding the
effects of cyber-sickness on human cognition and motor skills and the factors
contributing to cybersickness gains urgency. 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 CSQ-VR and
performed VR-based cognitive and psychomotor tasks. Post-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 in videogaming was a significant predictor of both
cybersickness and cognitive/motor functions. Cybersickness negatively affected
visuospatial working memory and psychomotor skills. Overall cybersickness',
nausea and vestibular symptoms' intensities 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 as a cybersickness' biomarker.
Cybersickness negatively affects visuospatial working memory and psychomotor
skills. Cybersickness and its effects on performance should be examined during
and not after immersion.Comment: 32 Pages, 4 figures, 14 Tables. The article has been submitted to
Virtual Worlds Journa