电子游戏能治疗网络晕眩症吗?与非游戏玩家相比,游戏玩家在 VR 自我运动任务中的晕机症状较轻

Katharina M. T. Pöhlmann;Gang Li;Graham Wilson;Mark McGill;Frank Pollick;Stephen Brewster
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引用次数: 0

摘要

晕动症仍然是虚拟现实(VR)头戴设备的一个主要缺点,因为视觉自我运动的各种静态体验都可能导致视觉引起的晕动症。然而,并非每个人都会出现同样强度或类型的不良症状。在此,我们提出,先前在虚拟环境中的经历可以预测晕动症的程度。视频游戏可以增强视觉空间能力,而视觉空间能力又与晕动症呈负相关--这意味着持续参与虚拟环境可以产生保护性的习惯效应。在一项受控静态虚拟现实实验中,我们发现 "未接触过虚拟现实 "的视频游戏玩家在虚拟隧道旅行任务中的晕机感明显降低,在视觉注意力任务中的表现也优于 "未接触过虚拟现实 "的非视频游戏玩家。这些发现有力地推动了使用非 VR 游戏来训练 VR 晕机适应能力的研究,未来的研究需要进一步了解游戏玩家产生晕机适应能力的机制,从而有可能扩大 VR 的使用范围,即使是最易受影响的参与者。
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Is Video Gaming a Cure for Cybersickness? Gamers Experience Less Cybersickness Than Non-Gamers in a VR Self-Motion Task
Cybersickness remains a major drawback of Virtual Reality (VR) headsets, as a breadth of stationary experiences with visual self-motion can result in visually-induced motion sickness. However, not everybody experiences the same intensity or type of adverse symptoms. Here we propose that prior experience with virtual environments can predict ones degree of cybersickness. Video gaming can enhance visuospatial abilities, which in-turn relate negatively to cybersickness - meaning that consistently engaging in virtual environments can result in protective habituation effects. In a controlled stationary VR experiment, we found that ‘VR-naive’ video gamers experienced significantly less cybersickness in a virtual tunnel-travel task and outperformed ‘VR-naive’ non-video gamers on a visual attention task. These findings strongly motivate the use of non-VR games for training VR cybersickness resilience, with future research needed to further understand the mechanism(s) by which gamers become cybersickness resilient - potentially expanding access to VR for even the most susceptible participants.
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