Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents. (24th August 2021)
- Record Type:
- Journal Article
- Title:
- Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents. (24th August 2021)
- Main Title:
- Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents
- Authors:
- Oh, HyeJin
Lee, GyuChang - Abstract:
- Highlights: The immersive VR game negatively affect the standing balance and cybersickness. VRM cause more cybersickness than VRF. The study can help to select game contents that can reduce side effects. Abstract: Various virtual reality (VR) games with head-mounted displays (HMDs) can provide immersive experiences, but are often accompanied by negative experiences. We investigated the feasibility of immersive virtual reality game on balance and cybersickness in healthy adolescents. This is cross-over design. This study included 11 healthy adolescents. Balance and cybersickness were measured in the following three conditions. First, as a baseline, only balance was measured while no immersive virtual reality game was being played. Second, balance and cybersickness were measured while the participants played an immersive virtual reality game with a fixed background. Third, balance and cybersickness were measured while the participants played an immersive virtual reality game with a moving background. A force plate was used to measure balance, while the Questionnaire (VRSQ) and Simulator Sickness Questionnaire (SSQ) were used to measure cybersickness. Sway velocity and length significantly increased during the game with a moving background compared to baseline and a fixed background game (p < 0.05). VRSQ and SSQ scores significantly increased during the game with a fixed and moving background compared to baseline (p < 0.05) and were significantly higher with use of the movingHighlights: The immersive VR game negatively affect the standing balance and cybersickness. VRM cause more cybersickness than VRF. The study can help to select game contents that can reduce side effects. Abstract: Various virtual reality (VR) games with head-mounted displays (HMDs) can provide immersive experiences, but are often accompanied by negative experiences. We investigated the feasibility of immersive virtual reality game on balance and cybersickness in healthy adolescents. This is cross-over design. This study included 11 healthy adolescents. Balance and cybersickness were measured in the following three conditions. First, as a baseline, only balance was measured while no immersive virtual reality game was being played. Second, balance and cybersickness were measured while the participants played an immersive virtual reality game with a fixed background. Third, balance and cybersickness were measured while the participants played an immersive virtual reality game with a moving background. A force plate was used to measure balance, while the Questionnaire (VRSQ) and Simulator Sickness Questionnaire (SSQ) were used to measure cybersickness. Sway velocity and length significantly increased during the game with a moving background compared to baseline and a fixed background game (p < 0.05). VRSQ and SSQ scores significantly increased during the game with a fixed and moving background compared to baseline (p < 0.05) and were significantly higher with use of the moving versus fixed background (p < 0.05). This study demonstrated that playing an immersive virtual reality game with a moving background could negatively affect balance and cybersickness. These results will help to select game contents that can reduce side effects when applying VR HMD to various fields in the future. … (more)
- Is Part Of:
- Neuroscience letters. Volume 760(2021)
- Journal:
- Neuroscience letters
- Issue:
- Volume 760(2021)
- Issue Display:
- Volume 760, Issue 2021 (2021)
- Year:
- 2021
- Volume:
- 760
- Issue:
- 2021
- Issue Sort Value:
- 2021-0760-2021-0000
- Page Start:
- Page End:
- Publication Date:
- 2021-08-24
- Subjects:
- Virtual reality -- Head-mounted display -- Balance -- Cybersickness -- Adolescent
Neurology -- Periodicals
Neurology -- Periodicals
Research -- Periodicals
Neurologie -- Périodiques
Neuroanatomie -- Périodiques
Neuropharmacologie -- Périodiques
Neurophysiologie -- Périodiques
Neurology
Periodicals
Electronic journals
617.48 - Journal URLs:
- http://www.sciencedirect.com/science/journal/03043940 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.neulet.2021.136063 ↗
- Languages:
- English
- ISSNs:
- 0304-3940
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 6081.562000
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 18391.xml