Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects

Ancret Szpak, Stefan Carlo Michalski, Tobias Loetscher, Ancret Szpak, Stefan Carlo Michalski, Tobias Loetscher

Abstract

Background: Virtual reality (VR) exergaming has the potential to target sedentary behavior. Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake.

Objective: This study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness.

Methods: A total of 36 participants played an exergame, called Beat Saber, using an HMD. A repeated measures within-subject design was conducted to assess changes in vision, cognition, and well-being after short (10 min) and long (50 min) durations of VR exposure. We measured accommodation, convergence, decision speed, movement speed, and self-reported sickness at 3 test periods-before VR, immediately after VR, and 40 min after VR (late).

Results: Beat Saber was well tolerated, as there were no dropouts due to sickness. For most participants, any immediate aftereffects were short-lived and returned to baseline levels after 40 min of exiting VR. For both short and long exposures, there were changes in accommodation (F1,35=8.424; P=.006) and convergence (F1,35=7.826; P=.008); however, in the late test period, participants returned to baseline levels. Measures on cognition revealed no concern. The total simulator sickness questionnaire (SSQ) scores increased immediately after VR (F1,35=26.515; P<.001) and were significantly higher for long compared with short exposures (t35=2.807; P=.03), but there were no differences in exposure duration in the late test period, with scores returning to baseline levels. Although at a group level, participants' sickness levels returned to baseline 40 min after VR exposure, approximately 14% of the participants still reported high levels of sickness in the late test period after playing 50 min of Beat Saber. We also showed that the participants who experienced a high level of sickness after a short exposure were almost certain to experience a high level of symptoms after a longer exposure.

Conclusions: Irrespective of the duration of exposure, this study found no strong evidence for adverse symptoms 40 min after exiting VR; however, some individuals still reported high levels of VR sickness at this stage. We recommend that users commit to a waiting period after exiting VR to ensure that any aftereffects have deteriorated. Exergames in HMDs have the potential to encourage people to exercise but are understudied, and the aftereffects of exergaming need to be closely monitored to ensure that VR exergames can reach their full potential.

Keywords: depth perception; exercise; motion sickness; sedentary behavior; virtual reality.

Conflict of interest statement

Conflicts of Interest: None declared.

©Ancret Szpak, Stefan Carlo Michalski, Tobias Loetscher. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 23.10.2020.

Figures

Figure 1
Figure 1
The study design of both days of participation. One square represents 5 min. Dark gray squares represent assessment periods, light gray squares represent virtual reality (VR) exposure, and white squares show when participants took a 20-min break. The order of short and long VR exposures on days 1 and 2 was counterbalanced between participants.
Figure 2
Figure 2
Raincloud plots for accommodation (left) and vergence (right) measures showing the different test periods and virtual reality exposure times. Positive and negative scores, respectively, indicate an increase (further) or decrease (nearer) change in accommodation or vergence from baseline measurements.
Figure 3
Figure 3
Raincloud plots for the cognitive 5-choice reaction time task showing reaction time (RT) difference scores for the different test periods and virtual reality exposure times. This task captures both decision speeds (left) and movement speeds (right). Positive and negative scores indicate the participant's RTs becoming slower or faster from baseline measurements. RT: reaction time.
Figure 4
Figure 4
Alluvial plots showing how participants' flow from one virtual reality sickness category to another on the basis of exposure duration and test period. Bars indicate the percentage of participants who are in each of the high, mid, and low virtual reality sickness symptom categories for 10-min and 50-min exposures. Left and right panels show the flow of the categories for the immediate and late test period, respectively.
Figure 5
Figure 5
Raincloud plots for the total Simulator Sickness Questionnaire and subscale difference scores showing test periods and exposure duration. Positive and negative scores, respectively, indicate an increase and decrease in sickness symptoms compared with baseline. SSQ: Simulator Sickness Questionnaire.

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