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    Area of Science:

    • Human-Computer Interaction
    • Virtual Reality Safety
    • User Experience Research

    Background:

    • Cybersickness (VR sickness) hinders virtual reality (VR) usability.
    • Cybersickness Abatement from Repeated Exposure (CARE) shows reduced sickness with repeated VR stimulus.
    • Generalizability of CARE across different VR experiences is not well understood.

    Purpose of the Study:

    • To investigate if Cybersickness Abatement from Repeated Exposure (CARE) benefits transfer to novel virtual reality (VR) contexts.
    • To determine if prior exposure in one VR game reduces cybersickness in a different VR game.
    • To explore the implications of CARE generalizability for VR application design.

    Main Methods:

    • Participants were divided into Repeated Exposure and Single Exposure groups.
    • The Repeated Exposure group played one VR game for three days, followed by a novel VR game on day four.
    • The Single Exposure group played the novel VR game only once.

    Main Results:

    • Cybersickness was significantly lower on Day 4 for the Repeated Exposure group compared to the Single Exposure group.
    • This reduction in cybersickness occurred regardless of the VR games used in the initial three days of exposure.
    • Findings suggest CARE benefits generalize across distinct VR environments, tasks, and locomotion interfaces.

    Conclusions:

    • Cybersickness Abatement from Repeated Exposure (CARE) benefits are transferable to new virtual reality (VR) contexts.
    • Systematic exposure to VR can be an effective strategy for reducing cybersickness.
    • This research supports the use of varied VR experiences to enhance user tolerance and application usability.