SIMULATOR SICKNESS QUESTIONNAIRE DATASET 2017 VR HORROR GAMES

Published: 23 September 2019| Version 1 | DOI: 10.17632/k5vbbrvfm9.1
Contributor:
Mehmet Berkman

Description

Collected through 32 participants (17 females), 5 with corrected vision were aged from 19 to 25 (M=21; SD=1.91), who could be considered as possible young consumers of VR systems interested in cyber-entertainment. The 16 item original English version of SSQ (Lane & Kennedy, 1988) was used for data collection with a four-point scale of 0 (none), 1 (slight), 2 (moderate) and 3 (severe). The apparatus was Oculus Rift Consumer Version 1 (CV1) HMD attached to a Windows 10 64-bit personal computer with an i7 processor and R9 90 series graphic card used for running HMD. CV1 has a field of view of 110°. Resolution is 1080x1200 per eye with image refreshing rate of 90 Hz. Logitech F310 gamepad was used as a joystick controller when necessary. Seven publicly available VE applications were employed as stimuli which were horror-movie like experiences with suspended horror elements and jump scares. The item set was administered immediately after each session. 9 sessions for each participant were spread to four weeks. Participants were exposed to the same stimuli at first and last sessions as “A1 - no experience” and “A2 - maximum experience” conditions, and at third and eighth sessions as “C1 - low experience” and “C2 - higher experience” conditions.

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Institutions

Bahcesehir Universitesi

Categories

Human Machine Interaction, Self-Report

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