A Systematic Review of Cybersickness
Abstract
The uptake of new interface technologies, such as the Oculus Rift have generated renewed interest in virtual reality especially for private entertainment use. However, long standing issues with unwanted side effects, such as nausea from cybersickness, continue to impact on the general use of devices such as head mounted displays. This in turn has slowed the uptake of more immersive interfaces for computer gaming and indeed more serious applications in training and health. In this paper we report a systematic review in the area of cybersickness with a focus on measuring the diverse symptoms experienced. Indeed the related conditions of simulator sickness and motion sickness have previously been well studied and yet many of the issues are unresolved. Here we report on these issues along with a number of measures, both subjective and objective in nature, using either questionnaires or psychophysiological measures that have been used to study cybersickness. We also report on the factors, individual, device related and task dependent that impact on the condition. We conclude that there remains a need to develop more cost-effective and objective physiological measures of both the impact of cybersickness and a person's susceptibility to the condition.
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Simulator sickness describes feelings of nausea, asthenopia, headache, or fatigue commonly occurring during or after extended and/or unfamiliar immersion in VR.
“which describes feelings of nausea, asthenopia, headache, or fatigue commonly occurring during or after extended and/or unfamiliar immersion in VR (LaViola, 2000; Davis et al., 2014)”
From Virtual Reality exposure therapy in the treatment of public speaking anxiety and social anxiety disorder (2024) · cites this paper as Davis et al., 2014
VRET can provoke simulator sickness or cybersickness.
“In addition, VRET can provoke simulator sickness or cybersickness (Davis et al., 2014)”
From Virtual Reality exposure therapy in the treatment of public speaking anxiety and social anxiety disorder (2024) · cites this paper as Davis et al., 2014
Cites
Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness
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Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review
Weech, S., Kenny, S., & Barnett-Cowan, M. (2019) · Frontiers in Psychology · doi:10.3389/fpsyg.2019.00158 · Cited by 913 · see citing works
Understanding How Virtual Reality Can Support Mindfulness Practice: Mixed Methods Study
Seabrook, E., Kelly, R., Foley, F., Theiler, S., Thomas, N., Wadley, G., & Nedeljkovic, M. (2020) · Journal of Medical Internet Research · doi:10.2196/16106 · Cited by 262 · see citing works
Virtual Reality Musical Instruments: State of the Art, Design Principles, and Future Directions
Serafin, S., Erkut, C., Kojs, J., Nilsson, N. C., & Nordahl, R. (2016) · Computer Music Journal · doi:10.1162/comj_a_00372 · Cited by 139 · see citing works
Virtual Reality for the Enhancement of Emotion Regulation
Colombo, D., Díaz‐García, A., Fernandez‐Álvarez, J., & Botella, C. (2021) · Clinical Psychology & Psychotherapy · doi:10.1002/cpp.2618 · Cited by 120 · see citing works
The simulator sickness questionnaire, and the erroneous zero baseline assumption
Brown, P., Spronck, P., & Powell, W. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.945800 · Cited by 84 · see citing works
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- Authors
- Davis, S., Nesbitt, K., & Nalivaiko, E.
- Affiliations
- University of Newcastle Australia (AU)
- Venue
- Proceedings of the 2014 Conference on Interactive Entertainment
- Publisher
- ACM
- Published
- 2014-12-02
- Pages
- 1-9
- OpenAlex
- W2120345115
- Cited by
- 506
- References
- 1
- Citations by year
- 2026: 23 · 2025: 53 · 2024: 61 · 2023: 64 · 2022: 59 · 2021: 72 · 2020: 57 · 2019: 42 · 2018: 32 · 2017: 20 · 2016: 13 · 2015: 10
- FWCI
- 3.69
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Australasian Conference On Interactive Entertainment (publishedVersion)
- NOVA (University of Newcastle Australia) (submittedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Physical Sciences › Engineering › Media Technology › Advanced Optical Imaging Technologies
- Physical Sciences › Engineering › Control and Systems Engineering › Simulation and Modeling Applications
- Keywords
- cybersickness, virtual reality, simulator sickness, motion sickness, nausea, head-mounted displays, psychophysiological measures, immersive interfaces, computer gaming
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