Simulation Sickness and VR – What is it, and what can developers and players do to reduce it?

[This blog post by Player Researcher Ben Lewis-Evans was featured on Gamasutra]

With the Oculus Rift and Project Morpheus somewhere on the horizon for consumers, and the work that Valve is doing, virtual reality (VR) is once again a hot issue for games with all the interest, hype, and business hypothesising that comes along with it.

One often mentioned issue with VR is that some people can feel sick when using it. Indeed, when Sony showed off the Morpheus at GDC this year they warned people if they started to feel sick to let the attendants know and stop playing. In academia this is often referred to as Simulator Sickness (or sometimes “Cybersickness”, if you want to go all Gibsonian).

Simulator sickness is a real problem for some people when using any simulator, although VR is particularly notorious, likely because of the sensory immersion, latency issues, and the added weight of a headset. Simulator sickness is also an issue that is of particular interest to me given my background working with driving simulators. As such, this article aims to lay out what the current science, that I am aware of, has to say about simulation sickness, what it is, why it occurs, and what developers and players can do about it.Continue Reading..


Player Research at Brighton University

At the invite of Dr Lyn Pemberton, Player Researcher Ben Lewis-Evans presented a talk on Games User Research methodology to third year and masters students at the University of Brighton today. The talk covered general tips related to Games User Research as well as a run through of various methodologies such as surveys, interviewing, observation, and game metrics. Ben will return to the University in May to give a talk on Biometrics in Games User Research.


Game Developers Conference 2014

Player Researchers Seb Long and Graham McAllister paid a trip to San Francisco again for GDC 2014, joining UKIE and UKTI‘s United Kingdom Booth on the show floor.


Player Research at the GURSIG Summit

The GURSIG Summit had record attendance this year, with over 200 researchers from across the world meeting to discuss the past, present and future of games user research.

Talks from Bungie, Disney, Microsoft, Ubisoft, Player Research and more, and special guest appearance from the first games user research team from Atari in the 1970s.

All the talks are archived online, you can view them at the GURSIG Library.