Evidence has emerged from a that was performed earlier this year that forges a potential link betw🧔een one's level of gaming experience and whether or not they will experience cybersickness whilst playing a VR game.
This study – recently conducted by some researchers at the University of Waterloo in Ontario, Canada – took a closer look at the phenomenon of cybersickness. This is a sometimes debilitating (at the very least, super annoying) 168澳洲幸运5开奖网:side-effect t🌊hat many 🅰have reportedly experienced whilst using VR.
As VR gaming grows in popularity and usage spreads, it is becoming more of a priority than ever to better understand the hows and whys underlying the phenomenon; it is now necessary to predict and prevent it as effectively as possible, for as ma꧋ny people as possible.
The Study
The study's main aim was focused on determining whether or not differing levels of narrative depth (given in conjunction with 🎐a VR game) affects the degree of cybersickness felt, as well as the player's sense of presence in the game. However, during the course of the study – which spanned two separate but related experiments – other interesting findings emerged in addition to the data the researchers originally were aiming for.
Participants in the study were divided into two groups. All participants were required to play the same 7-minute-long segment of the VR space adventure game Lone Echo, but one group first received a sound clip detailing a deep narrative background to accompany the game. The other group received a similar sound clip, but with significantly less narrative details provided. After playing the game, they were asked to report any cybersickness symptoms (as well as the degree to which they felt a 168澳洲幸运5开奖网:sense of presence during the game).
Gamers Vs Non-Gamers
I𓄧n the study, the researchers distinguished between participants who were considered regular gamers (those who said they play more than 5 hours of video games each week), and🌺 those who were non-gamers.
There is good reason to believe❀ (and ) that playing more games (VR or otherwise) could lead to a decrease in cybersickness symptoms experienced during VR. It makes sense to think that more familiarity with general mechanics used in gaming – as well as steady and regular habituation within VR games – would ease the body into a state more readily tolerant of the sensory confusion that VR can induce. But more evidence needs to emerge around that before conclusions can be decisively drawn.
These researchers unveiled an interesting crossover between level of💃 gaming experience, the depth of narrative provided, and thᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚe resulting cybersickness felt by some participants.
Namely, they found that participants categorized as non-gamers experienced less cybersickness in VR when they were given a more in-depth narrative background to the game. In contrast, there was no difference in cybersickness experienced in regular gamers in response to whether they received an in-depth narrative or a shallow narrative. Basically, the depth of narrative didn't make a difference to whether or not the regular 🌞gamers experienced cybersickness. But it did make a difference with non-gamers.
Implications For The Future?
Cybersickness-prone non-gamers seem t𒉰o have benefited from receiving a richer narrative to accompany their gaming session, while it didn't make a diffe❀rence for cybersickness-prone regular gamers. What can be taken away from this finding?
For one thing, authors of the paper suggest that it would have implications for any future therapeutic interventions aimed at cybersickness-prone gamers. If such interventions were based around using narrative context to combat cybersickness, there may be no benefit to be found after all. Whereas for any interventions in non-gaming-related VR contexts – like business or psychological sciences – narrative dep♑th may indeed help.
Setting asid𓆉e the whole issue of narrative depth, though, it does seem likely that cybersickness symptoms would decrease in severity and/or occurrence with increased (but presumably slow and steady) exposure to VR. At the very least, this study – and other similar ones – have set a fascinating ball rolling, but as always, more similar work still needs to be performed to confirm the findings.
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