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Clinical Trials/NCT07247773
NCT07247773RecruitingNot Applicable

Turkish Validity and Reliability of CyberSickness in Virtual Reality Questionnaire

Abant Izzet Baysal University1 site in 1 country42 target enrollmentStarted: December 15, 2025Last updated:

Trial Snapshot

Phase
Not Applicable
Status
Recruiting
Enrollment
42
Locations
1
Primary Endpoint
Cybersickness in Virtual Reality Questionnaire

Study Overview

Brief Summary

The Cybersickness in Virtual Reality Questionnaire (CSQ-VR) is a tool designed to measure the presence and intensity of cybersickness symptoms experienced in VR. The CSQ-VR is an adapted and improved version of the Cybersickness section of the Virtual Reality Neuroscience Questionnaire (VRNQ). The aim of this study is to examine the validity and reliability of the Turkish version of the CSQ-VR.

Detailed Description

Alongside the many innovations brought by virtual reality, some users may experience the phenomenon of cybersickness. Symptoms of cybersickness include nausea, disorientation, and oculomotor disturbances. Although cybersickness shares similarities with simulator sickness, it differs in terms of the frequency and severity of symptoms. In particular, users who experience cybersickness report increased overall discomfort due to nausea and disorientation. Cybersickness is also distinct from motion sickness, as cybersickness is triggered by visual stimulation, whereas motion sickness is induced by actual physical movement.

Although there is no comprehensive theoretical framework for cybersickness, the most common and dominant explanation is the sensory conflict theory. This framework suggests that the symptomatology of cybersickness arises from a sensory conflict between the vestibular (inner ear) and visual systems. Simply put, the perception of postural balance depends on a combination of visual, vestibular, and proprioceptive inputs. It is assumed that conflicting motion perception cues from these systems cause cybersickness. The technological source of this conflict is vection, an illusory sense of self-motion induced in VR. Vection is considered one of the main causes of cybersickness in VR. In particular, movements such as linear and angular accelerations are reported to provoke cybersickness in users.

Study Design

Study Type
Observational
Observational Model
Other
Time Perspective
Prospective

Eligibility Criteria

Ages
18 Years to 30 Years (Adult)
Sex
All
Accepts Healthy Volunteers
Yes

Inclusion Criteria

  • Voluntary agreement to participate in the study
  • Ability to stand and walk independently

Exclusion Criteria

  • Presence of amblyopia, strabismus, or pathologies impairing focus, depth perception, or normal 3D vision
  • Failure on the butterfly test of the Titmus stereotest

Outcomes

Primary Outcomes

Cybersickness in Virtual Reality Questionnaire

Time Frame: Immediately after a single VR session (~1 hour)

It is a tool designed to measure the presence and severity of cybersickness symptoms experienced in VR

Secondary Outcomes

  • Simulator Sickness Questionnaire(Immediately after a single VR session (~1 hour))

Investigators

Sponsor Class
Other
Responsible Party
Principal Investigator
Principal Investigator

enes tayyip benli

Assistant Professor

Abant Izzet Baysal University

Study Sites (1)

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