Triggers and Responses to Simulator Sickness in Videogame Players
Status: | Recruiting |
---|---|
Healthy: | No |
Age Range: | 18 - Any |
Updated: | 2/7/2015 |
Start Date: | April 2014 |
Contact: | Michael Lin, MFA |
Email: | linmt@usc.edu |
Phone: | 757-344-5333 |
Data Collection and Analysis on Simulator Sickness Case Parameters in Susceptible Videogame Players
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.
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.
Inclusion Criteria:
- 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.
Exclusion Criteria:
- 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.
We found this trial at
1
site
University of Southern California The University of Southern California is one of the world’s leading...
Click here to add this to my saved trials