Related Experiment Video
Updated: Jul 6, 2025

08:36
The Immersive Cleveland Clinic Virtual Reality Shopping Platform for the Assessment of Instrumental Activities of Daily Living
Published on: July 28, 2022
3.8K
Potential factors contributing to observed sex differences in virtual-reality-induced sickness
Grainne M Bannigan1,2, Alexandra A de Sousa1,3,4, Meike Scheller5
1Department of Psychology, University of Bath, Bath, UK.
Experimental Brain Research
|January 3, 2024
Summary
Virtual reality (VR) sickness is more intense for females. Repeated VR exposure reduces discomfort, and a week-long break aids adaptation, unlike shorter breaks.
Area of Science:
- Human-Computer Interaction
- Neuroscience
- Physiology
Background:
- Virtual reality (VR) is increasingly used professionally and recreationally.
- VR sickness remains a significant challenge for users.
- Females report higher VR sickness than males, with links to the menstrual cycle.
Purpose of the Study:
- To investigate sex differences in VR sickness.
- To examine the impact of the menstrual cycle on VR sickness.
- To assess adaptation to VR with repeated exposure and varying time intervals.
Main Methods:
- Participants played an immersive VR game across two sessions.
- Sessions were timed to coincide with peak estrogen (day 15) and peak progesterone (day 22) of the menstrual cycle.
- Self-report and physiological measures (GSR) were used to assess discomfort; adaptation was evaluated based on immersion duration and reported discomfort.
Main Results:
- Immersion duration increased and discomfort decreased with repeated VR exposure.
- No clear independent effect of estrogen was found due to confounding with exposure.
- A significant discrepancy between self-report and GSR suggests GSR may be unreliable for motion sickness.
- A one-week delay between sessions facilitated adaptation, unlike shorter delays.
Conclusions:
- Repeated VR exposure leads to adaptation and reduced sickness.
- Hormonal influences on VR sickness require further investigation.
- A one-week interval between VR sessions enhances user habituation and reduces sickness susceptibility.

