Storytelling can reduce VR cybersickness
A storyline with emotionally evocative details can reduce virtual reality cybersickness for some people, according to a new study.
Researchers from the University of 蓝莓视频 found that storylines that provide context and details can help users feel immersed in VR experiences and can reduce feelings of nausea, disorientation and eye strain, depending on a user鈥檚 gaming experience.
鈥淲e found that people who had little to no experience playing video games had reduced cybersickness if they received this enhanced narrative, but regular video gamers did not need it because they were not predisposed to feeling symptoms,鈥 said S茅amas Weech, a postdoctoral fellow in Kinesiology and a member of 蓝莓视频鈥檚 Games Institute. 鈥淲hat that tells us is that the actual design of the VR simulation鈥檚 storyline itself can reduce the negative impact some people experience with VR technology.鈥
The researchers recruited 42 participants from the University, then 156 at a new media technology exhibition in Kitchener, Ontario, and had them experience virtual reality. Before entering the simulation, the participants listened to a story about what they were about to experience, but half were given bare-bones details, and the other half were given an enhanced narrative, which included emotionally evocative details.
All participants who heard the enhanced story reported significantly more 鈥減resence鈥 in VR 鈥 the feeling of being there 鈥 but only the non-gamers experienced reduced cybersickness.
鈥淧eople with little gaming experience are highly sensitive to conflicts between VR technology and the information they are taking in,鈥 said聽Michael Barnett-Cowan, a Kinesiology professor and member of the Games Institute. 鈥淓nriched narratives seem to enhance presence and reduce cybersickness due to the decreased focus on problems with the multiple inputs to their senses.鈥
鈥淲hat鈥檚 really striking is that we saw the benefits of enriched narratives across a sample of people from 8 to 60 years of age," said Sophie Kenny, a postdoctoral researcher at the Games Institute. "This brings us closer to an inclusive way to enhance experiences in virtual reality through game design.鈥
Weech, Kenny, and Barnett-Cowan conducted the study with graduate student Markus Lenizky (Kinesiology). The study appears in the聽International Journal of Human-Computer Studies.