## 4 Method
### Procedure  
The experiment was performed using a 2 \(\times\) 3 repeated measures within-subjects design in which all participants experienced all six conditions in one session. The independent variables were mode of the game (2 levels: low action and high action mode) and simulated head-centric rest-frames (3 levels: no rest-frame, rest-frame glasses, and rest-frame baseball hat). The condition without the rest-frames is referred to as NORF, condition with rest-frames glasses as RFG, and condition with the baseball hat as RFH. Regarding the mode of the game, the condition of the low action mode of the game is referred to as LA, and the condition of the high action mode of the game is referred to as HA. The comparison of the conditions is shown in Table 1.  
We prepared five questionnaires to gather quantitative data. The first questionnaire was fulfilled online via a web browser at home before the experiment. After participants confirmed attending the experiment, a link was sent to the first questionnaire, which included their demographic data, sports activity level, vision and hearing, gaming, and VR technology experience. This questionnaire also included the Edinburgh Handedness Inventory--Short Form [33], Immersive tendencies questionnaire (ITQ) [34], Big five Personality Inventory--Short version (BFI-10) [35], and Motion Sickness Susceptibility Questionnaire Short Form. All participants were identified by a unique ID that was assigned to them. Completion of this questionnaire was mandatory for the participant to be able to attend the experiment. They were instructed not to consume any food, stimulant drinks, or alcohol two hours before the experiment. When the experiment took place, the first step was to receive the participants and to welcome them at the Multimedia Laboratory. The participants were offered to read the written document of how the experiment would take place. They were asked about their wellness, possible sickness, and photosensitive epilepsy. If they were sick or had any conditions that would affect the experiment results or contraindications for VR usage, they would not be allowed to participate in the experiment. Participants then signed the agreement (informed consent) for participation in the experiment. Having done this, the participants were guided to the experimental apparatus where the experimenters helped to equip them with the HMD and explained the controls to navigate and interact in the VR game. Since the Oculus Rift S does not have the option for manual interpupillary distance (IPD) setting, it was measured manually, and Oculus Rift S was configured for the optimal settings so that a mismatch would not contribute to VR Sickness. At a time, only one participant was involved in the experiment. One researcher was conducting the experiment, while the other was observing the participants and operating the equipment. Each session lasted 90 min or less, including the introduction; signing the consent form; and filling out the pre-, mid-, and post-questionnaires. On average, it took approximately 18 min to experience the introductory tutorial/entry and all the experiment scenarios. First, the participants played the introductory tutorial/entry level to get familiar with the VR technology (HMD and Oculus Touch controllers), virtual environment, and the game mechanics. In this entry level, participants got familiar with moving, rotating, jumping, collecting coins, and opening doors. This entry level was included in the experiment procedure so that later gameplay would be as smooth as possible. This session did not last more than 2 min for each participant. When equipping the HMD, the participants were instructed to close their eyes and keep them closed for a few seconds after successful placement, so that fluctuating FPS at the start of the game would not contribute to the VRISE. The participants were seated on a comfortable sofa throughout the game (stationary VR experience). They translated and rotated their avatar (virtual body) with an Oculus Touch controller.