Triggers and Responses to Simulator Sickness in Videogame Players
- Conditions
- Simulator Sickness
- Interventions
- Behavioral: "Hide and Seek" videogame
- Registration Number
- NCT02122354
- Lead Sponsor
- University of Southern California
- Brief Summary
The objective of this research is the accumulation of gameplay data and simulator sickness background surveys for trend analysis, and individual simulator sickness trigger factor analysis for the test subjects involved. Rather than isolating specific variables for hypothesis formulation, this study will be attempting to collect an array of data that is a) both qualitative and quantitative, and b) observational and test subject-reported. The final results will consist of a list of possible trigger factors to avoid for individual subjects, and metrics showing the directional tendencies of players depending on the severity of their symptoms at the time.
The overall goal of this research is to better understand factors that contribute to simulator sickness, both in who it affects and why some gameplay experiences may cause it more than others. Operating from the basic assumption that the way a player moves through an environment affects how quickly that player gets sick, we will primarily be gathering data on how the player moves through the digital space and whether that behavior changes once they begin to feel sick.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 90
- Survey participants should have some experience with playing videogames or similar interactive simulations on 2D displays.
- At least one-half of research participants should have experienced simulator sickness at some point in recent memory (within the past year) in response to a simulated experience.
- Players under 18 will be excluded from participating in the experimental portion of the project.
- manual dexterity deficit or inability to use the gameplay interface
- Non-English speakers
- Acute state of illness.
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- SINGLE_GROUP
- Arm && Interventions
Group Intervention Description Survey + videogame "Hide and Seek" videogame "Hide and Seek" videogame
- Primary Outcome Measures
Name Time Method Survey of triggers to simulator sickness in videogame players (global) Baseline One-time questionnaire collecting demographic data, types of games participants play and any symptoms game players may have experienced in the past from up to 100 participants. This is a multiple choice tool created by the investigator.
- Secondary Outcome Measures
Name Time Method Real-time player responses to simulator sickness During intervention Automated real-time in-game behavior data collection of up to to 30 minutes of game play. Specifically, directional movement up until simulator sickness onset, changes in movement behavior before and after sickness onset, first symptoms and time until onset. 10 participants will be selected for exposure to the intervention post-enrollment.
Survey of responses to simulator sickness in videogame players (global) Baseline One-time questionnaire self-reported responses to simulator sickness for up to 100 participants. This is a multiple choice tool created by the investigator.
Trial Locations
- Locations (1)
University of Southern California
🇺🇸Los Angeles, California, United States