Summary:
This study investigates the predictors of cybersickness within VR environments, focusing on
the impact of individual differences such as age, gender, motion sickness susceptibility,
VIMS, and previous digital interaction experiences. A total of 47 participants aged 18-45
completed the MSSQ, VIMSSQ, GSQ, and CSQ-VR, and were immersed in a VR
environment featuring a roller coaster ride. Responses to the CSQ-VR were collected both
before and after the ride to measure changes in cybersickness levels. The study combined the
MSSQ and VIMSSQ metrics to quantify susceptibility, demonstrating their effectiveness in
predicting cybersickness outcomes. Demographic variables such as age and gender were not
significant predictors of cybersickness intensity. Instead, individual histories of motion
sickness and VIMS emerged as substantial predictors. Furthermore, digital interaction
experiences, especially gaming and smartphone usage, were also significant predictors.
Notably, the combination of the CSQ-VR and GCQ metrics revealed that proficiency in FPS
games was strongly associated with reduced cybersickness symptoms, highlighting the
protective effects of specific types of gaming experiences. This study advances our
understanding of cybersickness by integrating empirical findings with theoretical insights,
suggesting that the severity of cybersickness can be mitigated by considering individual
susceptibility and digital interaction histories. The knowledge gained will enhance the
understanding of the relationship between individual differences and sensitivity to
cybersickness, providing valuable information for its prevention and management in VR
environments.
Keywords:
Cybersickness, Virtual Reality, VR, Individual Differences, Smartphone, Video Game Skills, Motion Sickness