Literature DB >> 17915607

Motion sickness, console video games, and head-mounted displays.

Omar Merhi1, Elise Faugloire, Moira Flanagan, Thomas A Stoffregen.   

Abstract

OBJECTIVE: We evaluated the nauseogenic properties of commercial console video games (i.e., games that are sold to the public) when presented through a head-mounted display.
BACKGROUND: Anecdotal reports suggest that motion sickness may occur among players of contemporary commercial console video games.
METHODS: Participants played standard console video games using an Xbox game system. We varied the participants' posture (standing vs. sitting) and the game (two Xbox games). Participants played for up to 50 min and were asked to discontinue if they experienced any symptoms of motion sickness.
RESULTS: Sickness occurred in all conditions, but it was more common during standing. During seated play there were significant differences in head motion between sick and well participants before the onset of motion sickness.
CONCLUSION: The results indicate that commercial console video game systems can induce motion sickness when presented via a head-mounted display and support the hypothesis that motion sickness is preceded by instability in the control of seated posture. APPLICATION: Potential applications of this research include changes in the design of console video games and recommendations for how such systems should be used.

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Year:  2007        PMID: 17915607     DOI: 10.1518/001872007X230262

Source DB:  PubMed          Journal:  Hum Factors        ISSN: 0018-7208            Impact factor:   2.888


  27 in total

1.  Controlling motion sickness and spatial disorientation and enhancing vestibular rehabilitation with a user-worn see-through display.

Authors:  Wesley W O Krueger
Journal:  Laryngoscope       Date:  2011-01       Impact factor: 3.325

2.  Motion control, motion sickness, and the postural dynamics of mobile devices.

Authors:  Thomas A Stoffregen; Yi-Chou Chen; Frank C Koslucher
Journal:  Exp Brain Res       Date:  2014-02-07       Impact factor: 1.972

3.  Postural activity and motion sickness during video game play in children and adults.

Authors:  Chih-Hui Chang; Wu-Wen Pan; Li-Ya Tseng; Thomas A Stoffregen
Journal:  Exp Brain Res       Date:  2012-01-01       Impact factor: 1.972

4.  Sex differences in visual performance and postural sway precede sex differences in visually induced motion sickness.

Authors:  Frank Koslucher; Eric Haaland; Thomas A Stoffregen
Journal:  Exp Brain Res       Date:  2015-10-14       Impact factor: 1.972

5.  Predicting vection and visually induced motion sickness based on spontaneous postural activity.

Authors:  Stephen Palmisano; Benjamin Arcioni; Paul J Stapley
Journal:  Exp Brain Res       Date:  2017-11-27       Impact factor: 1.972

6.  Postural sway in men and women during nauseogenic motion of the illuminated environment.

Authors:  Frank Koslucher; Justin Munafo; Thomas A Stoffregen
Journal:  Exp Brain Res       Date:  2016-05-28       Impact factor: 1.972

7.  The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effects.

Authors:  Justin Munafo; Meg Diedrick; Thomas A Stoffregen
Journal:  Exp Brain Res       Date:  2016-12-03       Impact factor: 1.972

8.  Console video games, postural activity, and motion sickness during passive restraint.

Authors:  Chih-Hui Chang; Wu-Wen Pan; Fu-Chen Chen; Thomas A Stoffregen
Journal:  Exp Brain Res       Date:  2013-06-14       Impact factor: 1.972

9.  Postural instability and motion sickness in a virtual moving room.

Authors:  Sébastien J Villard; Moira B Flanagan; Gina M Albanese; Thomas A Stoffregen
Journal:  Hum Factors       Date:  2008-04       Impact factor: 2.888

10.  Combined effects of auditory and visual cues on the perception of vection.

Authors:  Behrang Keshavarz; Lawrence J Hettinger; Daniel Vena; Jennifer L Campos
Journal:  Exp Brain Res       Date:  2013-12-04       Impact factor: 1.972

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