2019
DOI: 10.1177/1071181319631043
|View full text |Cite
|
Sign up to set email alerts
|

Simulator Sickness Coping Strategies: Findings From Reddit

Abstract: The purpose of this study was to examine trends in online postings about at-home VR users’ simulator sickness coping strategies. Virtual reality devices have gained in popularity, with an estimated 8% of people having a dedicated VR headset at home. These devices, referred to as head-mounted displays (HMDs), can be used for gaming, education, and social purposes at home. One of the challenges associated with these devices is the incidence of simulator sickness that people experience when wearing them, particul… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
2
1

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(2 citation statements)
references
References 16 publications
0
2
0
Order By: Relevance
“…Based on the prior literature on VR (e.g. Beadle, 2019), the researchers were aware of ethical concerns related to the experiment, such as potential cyber sickness.…”
Section: Design and Procedures Of Experimentsmentioning
confidence: 99%
See 1 more Smart Citation
“…Based on the prior literature on VR (e.g. Beadle, 2019), the researchers were aware of ethical concerns related to the experiment, such as potential cyber sickness.…”
Section: Design and Procedures Of Experimentsmentioning
confidence: 99%
“…VR is gradually gaining popularity (Gudoniene & Rutkauskiene, 2019), and it is already being utilized for adult education and training (Harvie et al, 2020) and teaching disabled children (e.g., Cheng et al, 2017;Freina & Ott, 2015). Most researchers believe that using VR technologies for teaching is a positive initiative (e.g., Tichon, 2012); however, there are also challenges, such as the cybersickness felt by some students (Beadle, 2019) and the association of VR with gaming, which sometimes causes students not to take it seriously (Velev & Zlateva, 2017). Nevertheless, previous comparative research into low-cost VR and other media technologies is scarce.…”
Section: Introductionmentioning
confidence: 99%