# Considering the Consequences of Cybersickness in
## 3 Results
### Subject Characters and VR Cybersickness  
Table 4 shows that the subject's age was not relevant for determining the degree of cybersickness in the VR rehabilitation papers. The age range was divided into three groups, as shown in Table 5: 0-30 (teenagers, n = 8, 30.7%), 30-60 (adults, n = 9, 34.6%), and 60 and older (elderly, n = 8, 30.7%). Adult participants were the most susceptible to cybersickness in the total SSQ scores (mean = 20.853, 95% CI: 14.138-27.569), and after they reached the age of 60, their vulnerability to it gradually declined. Table 6 shows that teens had greater nausea (mean = 20.212, 95% CI: 15.977-24.447) and disorientation (mean = 25.868, 95% CI: 15.636-36.101) experience than adults and the elderly. What is more, adults suffered more serious oculomotor symptoms (mean = 17.143, 95% CI: 11.752-22.533) than the others.  
There were variations in the symptoms and conditions among the patients who participated in virtual rehabilitation. The Q-value statistical results in Table 4 show that nausea (Q-value = 8.472, \(p\) = 0.037, \(p\) \(\leq\) 0.05 *), oculomotor (Q-value = 8.552, \(p\) = 0.014, \(p\) \(\leq\) 0.05 *), and disorientation (Q-value = 10.724, \(p\) = 0.005, \(p\)\(\leq\) 0.01 **) symptoms and features of the overall SSQ score (Q-value = 6.628, \(p\) = 0.036, \(p\)\(\leq\) 0.05 *) were all statistically significant. In Table 5, we gathered VR rehabilitation cases for our meta-analysis that mostly addressed brain injuries (n = 7, 26.9%), cognitive impairment (n = 7, 26.9%), and physical inactivity (n = 12, 46.2%). According to the calculated pooled mean, cognitive impairment (mean = 19.242, 95% CI: 11.294-27.189) and physical inactivity (mean = 18.156, 95% CI: 12.778-23.534) had lower scores than brain injuries (mean = 21.058, 95% CI: 15.357-26.760). In order to compare different symptoms, the mean scores, standard deviations, and sample sizes of the previous and post-available data were collected. As shown in the forest plot of the subgroup SSQ total scores in Figure 3, in contrast to cognitive impairment (mean = 0.407, 95% CI: 0.266-0.548) and physical inactivity (mean = 0.203, 95% CI: 0.042-0.365), subjects with brain injuries (mean = 0.470, 95% CI: 0.223-0.716) had a higher strictly standardized mean of virtual reality sickness.  
We also took the inducement circumstance into consideration. According to [PERSON]'s publication [45], SSQ total scores between 10 and 15 indicate substantial sickness, those of 15 to 20 indicate cause for serious worry, and those of 20 or more indicate a simulation issue. We used this reference as a benchmark and compared it to the original paper descriptions. By doing this, we formed a judgment on the inducement circumstances of each instance. Based on the result box plots shown in Figure 4, the non-induced data obviously stand out and are lower than the induced group.  
mean scores on the SSQ's overall and subscale scores (total mean score = 35.964, nausea mean = 32.671, oculomotor mean = 21.590, disorientation mean = 31.916). When compared to the exergame and training contents, the boxplot in Figure 4 thoroughly demonstrates the biggest value interval for video material. Additionally, when compared to the video with the highest score, the exergame's (total mean score = 21.090, 95% CI: 15.695-26.484) mechanism may also heighten the symptoms of cybersickness. Among the four SSQ total score items, the scene (total mean score mean = 14.446, 95% CI: 6.548-22.345) had the lowest coefficients; it exhibited rotational motions along several axes without dynamic influence. Note that since scenes only had SSQ total scores, there are no scene types in Figure 4 and Table 6.