Triggers and Responses to Simulator Sickness in Videogame Players

Study Overview
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Brief Summary
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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.

Official Title
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Data Collection and Analysis on Simulator Sickness Case Parameters in Susceptible Videogame Players

Conditions
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Simulator Sickness

Intervention / Treatment
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* Behavioral: Hide and Seek videogame


Participation Criteria
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Eligibility Criteria
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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.

Ages Eligible for Study
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Minimum Age: 18 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Basic Science
Allocation: Non-Randomized
Intervention Model: Single Group Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Survey + videogame<br>Hide and Seek videogame | Behavioral: Hide and Seek videogame<br> <br> |

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Survey of triggers to simulator sickness in videogame players (global) | One-time questionnaire collecting demographic data, types of games participants play and any symptoms game players may have experienced in the past from up to 100 participants. This is a multiple choice tool created by the investigator. | Baseline | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Survey of responses to simulator sickness in videogame players (global) | One-time questionnaire self-reported responses to simulator sickness for up to 100 participants. This is a multiple choice tool created by the investigator. | Baseline | 
| Real-time player responses to simulator sickness | Automated real-time in-game behavior data collection of up to to 30 minutes of game play. Specifically, directional movement up until simulator sickness onset, changes in movement behavior before and after sickness onset, first symptoms and time until onset. 10 participants will be selected for exposure to the intervention post-enrollment. | During intervention |