Evaluating Performance and Gameplay of Virtual Reality Sickness Techniques in a First-Person Shooter Game
Diego Monteiro, Hao Chen, Hai-Ning Liang, Huawei Tu, Henry Dub

TL;DR
This paper evaluates how different VR sickness mitigation techniques, especially teleportation and visual reduction, impact gameplay, immersion, and performance in fast-paced VR first-person shooter games.
Contribution
It provides new insights into teleportation effects, validates a novel visual reduction technique, and compares their impacts on gameplay and user experience.
Findings
Teleportation affects immersion and performance.
Visual reduction mitigates VR sickness with trade-offs.
Comparison shows different techniques influence gameplay differently.
Abstract
In virtual reality (VR) games, playability and immersion levels are important because they affect gameplay, enjoyment, and performance. However, they can be adversely affected by VR sickness (VRS) symptoms. VRS can be minimized by manipulating users' perception of the virtual environment via the head-mounted display (HMD). One extreme example is the Teleport mitigation technique, which lets users navigate discretely, skipping sections of the virtual space. Other techniques are less extreme but still rely on controlling what and how much users see via the HMD. This research examines the effect on players' performance and gameplay of these mitigation techniques in fast-paced VR games. Our focus is on two types of visual reduction techniques. This study aims to identify specifically the trade-offs these techniques have in a first-person shooter game regarding immersion, performance, and…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Advanced Optical Imaging Technologies · Tactile and Sensory Interactions
