A meta-analysis of the virtual reality problem: Unequal effects of virtual reality sickness across individual differences

被引:56
作者
Howard, Matt C. [1 ]
Van Zandt, Elise C. [1 ]
机构
[1] Univ S Alabama, Mitchell Coll Business, Mobile, AL 36688 USA
关键词
Virtual reality; Cybersickness; Virtual reality sickness; Virtual reality-induced symptoms and effects; Individual differences; User attributes; Head-mounted displays; ARTICLE REPORTING STANDARDS; MOTION SICKNESS; POSTURAL INSTABILITY; ADOLESCENTS AGGRESSION; SYSTEMATIC REVIEWS; PROSOCIAL BEHAVIOR; EXPOSURE THERAPY; APA PUBLICATIONS; ANGRY CHILDREN; VISUAL-MOTION;
D O I
10.1007/s10055-021-00524-3
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Practical applications of virtual reality (VR), defined as a three-dimensional digital representation of a real or imagined space, have become increasingly popular and are now applied in workplace training, physical rehabilitation, psychological therapy, and many other settings. Feelings akin to motion sickness, called VR sickness, can arise from interacting with VR programs, and researchers have shown that certain aspects of the user, such as gender and age, may predict the occurrence of VR sickness. The unequal effects of VR sickness are a dire concern and the application of VR is unfair to certain users if they are prone to sickness. For instance, a workplace VR training program could result in disparate treatment if women experience more VR sickness than men. To investigate this notion, we perform a meta-analysis on the relationship between VR sickness and a wide array of potential antecedents. The results demonstrate that motion sickness susceptibility, gender, real-world experience, technological experience, possessing a neurological disorder, and possessing a relevant phobia all significantly relate to VR sickness; however, no moderating effects produced recurrent significant results. These results were partially explained by the current dominant framework for VR sickness, postural instability theory, but some findings were not predicted by the theory. Therefore, we support that (a) VR sickness produces unequal effects across multiple individual differences; (b) these effects appear resilient across applications of VR programs, and (c) further research is needed to develop theory and identify explanatory mechanisms that detail these relationships.
引用
收藏
页码:1221 / 1246
页数:26
相关论文
共 173 条
[1]   An evidence-based virtual reality training program for novice laparoscopic surgeons [J].
Aggarwal, Rajesh ;
Grantcharov, Teodor P. ;
Eriksen, Jens R. ;
Blirup, Dorthe ;
Kristiansen, Viggo B. ;
Funch-Jensen, Peter ;
Darzi, Ara .
ANNALS OF SURGERY, 2006, 244 (02) :310-314
[2]   Visual-vestibular conflict induced by virtual reality in humans [J].
Akiduki, H ;
Nishiike, S ;
Watanabe, H ;
Matsuoka, K ;
Kubo, T ;
Takeda, N .
NEUROSCIENCE LETTERS, 2003, 340 (03) :197-200
[3]   Effects of immersion in virtual reality on postural control [J].
Akizuki, H ;
Uno, A ;
Arai, K ;
Morioka, S ;
Ohyama, S ;
Nishiike, S ;
Tamura, K ;
Takeda, N .
NEUROSCIENCE LETTERS, 2005, 379 (01) :23-26
[4]   How sleep problems contribute to simulator sickness: Preliminary results from a realistic driving scenario [J].
Altena, Ellemarije ;
Daviaux, Yannick ;
Sanz-Arigita, Ernesto ;
Bonhomme, Emilien ;
de Sevin, Etienne ;
Micoulaud-Franchi, Jean-Arthur ;
Bioulac, Stephanie ;
Philip, Pierre .
JOURNAL OF SLEEP RESEARCH, 2019, 28 (02)
[5]  
[Anonymous], 2018, UNDERSTANDING VIRTUA
[6]  
[Anonymous], 2008, Journal of Virtual Worlds Research
[7]   Journal Article Reporting Standards for Quantitative Research in Psychology: The APA Publications and Communications Board Task Force Report [J].
Appelbaum, Mark ;
Cooper, Harris ;
Kline, Rex B. ;
Mayo-Wilson, Evan ;
Nezu, Arthur M. ;
Rao, Stephen M. .
AMERICAN PSYCHOLOGIST, 2018, 73 (01) :3-25
[8]   Postural stability predicts the likelihood of cybersickness in active HMD-based virtual reality [J].
Arcioni, Benjamin ;
Palmisano, Stephen ;
Apthorp, Deborah ;
Kim, Juno .
DISPLAYS, 2019, 58 :3-11
[9]  
Armstrong M., 2016, Emerging research and trends in gamification, P140, DOI [10.4018/978-1-4666-8651-9.ch007, DOI 10.4018/978-1-4666-8651-9.CH007]
[10]  
Arns LL, 2005, P IEEE VIRT REAL ANN, P267