GITNUX MARKETDATA REPORT 2024

Must-Know Vr Motion Sickness Statistics [Current Data]

Highlights: The Most Important Vr Motion Sickness Statistics

  • 25% to 40% of people who use VR headsets experience motion sickness.
  • As high as 80% of women experience motion sickness when using VR.
  • Seated VR experiences can reduce motion sickness by 40%.
  • Around 60% of all VR users have experienced motion sickness at least once.
  • Only 2.5% of people who experience motion sickness in VR cannot adapt after continued use.
  • The risk of motion sickness decreases with age – younger people are more likely to experience it.
  • More than 66% of VR users quit using VR within 20 minutes due to motion sickness.
  • 48% of VR users use motion sickness as a reason not to use VR more often.
  • In a study, 28% of VR users reported motion sickness after a minimum of 2 hours of headset use.
  • 30% of people who experienced VR-induced motion sickness also had elevated anxiety levels.
  • VR sickness is more common in open-world VR games (68%), compared to rail-based VR games (27%).
  • 68% of users who reported motion sickness felt better within 15 minutes after stopping the VR experience.
  • Adding a virtual nose to the VR headset helped reduce motion sickness by 13.5%.
  • User-captured videos of VR gameplay cause motion sickness in 30% of viewers.
  • Foveated rendering can reduce motion sickness in VR by 20%
  • A study found that 61% of adults aged 18-34 felt motion sickness during VR experiences.
  • 50% of motion sickness in VR is due to mismatched movements within the virtual environment.
  • Cyberith’s Virtualizer, an omnidirectional treadmill, reduced motion sickness by 23% in a study.

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Motion sickness is a common side effect of using virtual reality (VR) headsets. Studies have found that anywhere from 25% to 40% of people who use VR experience motion sickness, with women being particularly susceptible at up to 80%. Seated experiences can reduce the risk by 40%, and only 2.5% of those affected cannot adapt after continued use. Around 60% of all users have experienced it at least once, and 31% believe it’s a major obstacle for adoption. The risk decreases with age – younger people are more likely to feel sick – but 66% quit within 20 minutes due to discomfort, while 48 percent cite motion sickness as their reason not to use VR more often. In one study 28 percent reported feeling ill after two hours or less in headset; 30 percent also had elevated anxiety levels afterwards. Open-world games increase the likelihood compared rail-based ones, but 68 percent felt better within 15 minutes when they stopped playing; adding a virtual nose helped reduce symptoms by 13.5%. 33 Percent prefer non-motion based experiences if prone to nausea; user captured videos cause similar feelings in 30%; foveated rendering reduces them by 20%; 61 % aged 18–34 felt sick during playtime; 50 % was caused by mismatched movements inside the environment and Cyberith’s Virtualizer reduced symptoms 23%.

The Most Important Statistics
25% to 40% of people who use VR headsets experience motion sickness.

This statistic is a crucial piece of information when it comes to understanding the prevalence of motion sickness among VR headset users. It provides a clear indication of the potential risks associated with using virtual reality technology, and serves as a warning to those who may be considering using a VR headset. By highlighting the fact that a significant portion of users experience motion sickness, this statistic serves as a reminder to take the necessary precautions to avoid any adverse effects.

As high as 80% of women experience motion sickness when using VR.

This statistic is a powerful indicator of the prevalence of motion sickness among female users of virtual reality. It highlights the need for further research into the causes of motion sickness in VR, as well as the development of strategies to reduce its occurrence. It also serves as a warning to potential users of VR, particularly women, to be aware of the potential for motion sickness and to take steps to mitigate it.

Vr Motion Sickness Statistics Overview

Seated VR experiences can reduce motion sickness by 40%.

This statistic is a powerful testament to the effectiveness of seated VR experiences in combating motion sickness. It demonstrates that, with the right technology, it is possible to significantly reduce the discomfort associated with VR motion sickness. This is an invaluable insight for anyone looking to make the most of their VR experience and minimize the risk of motion sickness.

Around 60% of all VR users have experienced motion sickness at least once.

This statistic is a stark reminder of the prevalence of motion sickness among VR users. It highlights the importance of understanding the causes of motion sickness and developing strategies to reduce its occurrence. It also serves as a warning to potential VR users to be aware of the risks associated with the technology.

Only 2.5% of people who experience motion sickness in VR cannot adapt after continued use.

This statistic is significant in the context of VR motion sickness statistics because it demonstrates that, despite the prevalence of the issue, the vast majority of people can become accustomed to the experience with continued use. This suggests that, while motion sickness in VR can be a major obstacle to overcome, it is not an insurmountable one.

The risk of motion sickness decreases with age – younger people are more likely to experience it.

This statistic is an important factor to consider when discussing VR motion sickness statistics, as it highlights the fact that younger people are more likely to experience motion sickness when using virtual reality technology. This information can be used to inform the design of VR experiences, as developers can take into account the age of their target audience and adjust the intensity of the experience accordingly. Additionally, this statistic can be used to educate younger people on the potential risks of using VR technology, and to encourage them to take the necessary precautions to avoid motion sickness.

More than 66% of VR users quit using VR within 20 minutes due to motion sickness.

This statistic is a stark reminder of the prevalence of motion sickness among VR users, and serves as a warning to those considering using VR technology. It highlights the importance of taking steps to reduce the risk of motion sickness, such as taking breaks, using a comfortable headset, and avoiding intense movements. This statistic is a powerful reminder that VR motion sickness is a real issue that needs to be addressed.

48% of VR users use motion sickness as a reason not to use VR more often.

This statistic is a powerful indicator of the prevalence of motion sickness among VR users, and serves as a reminder of the importance of addressing this issue. It highlights the need for further research into the causes of motion sickness and the development of effective solutions to reduce its impact. By bringing this statistic to light, the blog post can help to raise awareness of the issue and encourage further discussion on the topic.

In a study, 28% of VR users reported motion sickness after a minimum of 2 hours of headset use.

This statistic is a powerful indicator of the prevalence of motion sickness among VR users, and is an important piece of information to consider when discussing the issue of VR motion sickness. It highlights the fact that a significant portion of VR users experience motion sickness after extended use, and serves as a reminder that this is a real issue that needs to be addressed.

30% of people who experienced VR-induced motion sickness also had elevated anxiety levels.

This statistic is a telling indication of the potential psychological effects of VR-induced motion sickness. It suggests that not only can VR-induced motion sickness cause physical discomfort, but it can also lead to heightened levels of anxiety. This is an important factor to consider when discussing the prevalence of VR motion sickness, as it highlights the need for further research into the psychological implications of this condition.

VR sickness is more common in open-world VR games (68%), compared to rail-based VR games (27%).

This statistic is significant in the context of VR motion sickness statistics because it highlights the importance of game design in reducing the risk of VR sickness. Open-world games, which allow for more freedom of movement, are more likely to cause motion sickness than rail-based games, which are more restrictive in terms of movement. This suggests that game developers should be mindful of the type of game they are creating and the potential for motion sickness when designing VR games.

68% of users who reported motion sickness felt better within 15 minutes after stopping the VR experience.

This statistic is a testament to the effectiveness of taking a break from VR experiences when feeling motion sickness. It shows that, even after experiencing motion sickness, users can quickly recover and continue their VR experience. This is an important point to make in a blog post about VR motion sickness statistics, as it provides reassurance to those who may be concerned about the effects of motion sickness.

Adding a virtual nose to the VR headset helped reduce motion sickness by 13.5%.

This statistic is a testament to the effectiveness of adding a virtual nose to the VR headset in reducing motion sickness. It shows that this simple addition can have a significant impact on the user experience, making it easier for people to enjoy the virtual reality experience without feeling nauseous.

User-captured videos of VR gameplay cause motion sickness in 30% of viewers.

This statistic is a stark reminder of the prevalence of motion sickness among viewers of user-captured VR gameplay videos. It serves as a warning to those who are considering using VR technology, as it highlights the potential for discomfort and nausea that can be experienced by a significant portion of the population. Furthermore, it is an important piece of data for developers and designers of VR technology, as it can help them to create more user-friendly experiences that minimize the risk of motion sickness.

Foveated rendering can reduce motion sickness in VR by 20%

This statistic is a powerful testament to the effectiveness of foveated rendering in reducing motion sickness in VR. It demonstrates that this technology can be a viable solution for those who suffer from motion sickness while using VR, providing a much-needed relief from the discomfort associated with the condition.

A study found that 61% of adults aged 18-34 felt motion sickness during VR experiences.

This statistic is a powerful indicator of the prevalence of motion sickness among adults aged 18-34 when it comes to virtual reality experiences. It highlights the fact that a significant portion of the population is affected by this issue, and that it is something that should be taken seriously. This information can be used to inform readers of the blog post about the potential risks associated with VR experiences, and to encourage them to take the necessary precautions to avoid motion sickness.

50% of motion sickness in VR is due to mismatched movements within the virtual environment.

This statistic is a crucial piece of information when it comes to understanding the causes of motion sickness in VR. It highlights the importance of ensuring that the movements within the virtual environment are accurately matched to the user’s movements in the real world. If this is not done, it can lead to a disorienting experience that can cause motion sickness. This statistic is a reminder that developers must take care to ensure that the virtual environment is as realistic as possible in order to minimize the risk of motion sickness.

Cyberith’s Virtualizer, an omnidirectional treadmill, reduced motion sickness by 23% in a study.

This statistic is significant in the context of VR motion sickness statistics because it demonstrates the effectiveness of Cyberith’s Virtualizer in reducing motion sickness. The 23% reduction in motion sickness shows that the Virtualizer is a viable solution for those who suffer from motion sickness while using VR technology. This statistic is a testament to the efficacy of the Virtualizer in providing a more comfortable and enjoyable VR experience.

Conclusion

The statistics presented in this blog post demonstrate that motion sickness is a common issue among VR users. While the exact percentage of people who experience it varies, studies have shown that anywhere from 25% to 80% of individuals may be affected by motion sickness when using virtual reality headsets. Additionally, younger people are more likely to suffer from motion sickness than older adults and women tend to experience higher rates than men.

Fortunately, there are several ways for developers and manufacturers to reduce the risk of experiencing motion sickness while using VR technology such as seated experiences or adding a virtual nose feature on headsets. Furthermore, user-captured videos can also cause viewers discomfort due to their potential for inducing nausea and dizziness. Ultimately, reducing the prevalence of VR induced motion sickness will help make these immersive technologies more accessible and enjoyable for everyone involved.

References

0. – https://www.link.springer.com

1. – https://www.www.roadtovr.com

2. – https://www.www.frontiersin.org

3. – https://www.www.cyberith.com

4. – https://www.www.researchgate.net

5. – https://www.www.statista.com

6. – https://www.dl.acm.org

7. – https://www.medium.com

8. – https://www.blogs.systweak.com

9. – https://www.sydney.edu.au

10. – https://www.www.eurogamer.net

11. – https://www.www.pcmag.com

FAQs

What percentage of VR users experience motion sickness?

Approximately 25-40% of VR users may experience motion sickness, although the severity and occurrence may vary depending on the individual and the specific VR game or application.

What factors contribute to VR motion sickness?

Several factors can contribute to VR motion sickness, including discrepancies between visual and vestibular information, motion jerkiness, insufficient frame rates, latency, and field-of-view restrictions.

What age group is most affected by VR motion sickness?

People of all ages can experience VR motion sickness, but it seems to be more common in younger people, especially those aged below 30, compared to older individuals who may have less sensitivity to motion-based discomfort.

Are there any methods or techniques to mitigate the VR motion sickness?

There are several ways to reduce or mitigate the effects of VR motion sickness, such as gradual acclimation to VR experiences, taking regular breaks, maintaining proper hydration, using a fan for air circulation, adjusting game settings to reduce motion blur, using teleportation or snap-turning mechanics, and focusing on a fixed point outside the virtual environment.

How do advancements in VR technology, such as higher refresh rates and lower latency, impact VR motion sickness?

Advancements in VR technology that lead to smoother visuals, lower latency, and higher refresh rates can potentially reduce the frequency and severity of VR motion sickness as these improvements minimize discrepancies between the visual and vestibular inputs, allowing the brain to better process the virtual environment without inducing discomfort.

How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

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