Ergonomic Risks in Immersive Virtual Reality Gaming for Entertainment: A Literature Synthesis.

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Bibliographic Details
Title: Ergonomic Risks in Immersive Virtual Reality Gaming for Entertainment: A Literature Synthesis.
Authors: Irminanda, Karin Rizky (AUTHOR), Xiong, Shuping (AUTHOR)
Source: International Journal of Human-Computer Interaction. May2026, Vol. 42 Issue 9, p6750-6767. 18p.
Subjects: Virtual reality, Ergonomics, Postural balance, Myalgia, Video games, Simulator sickness, Cognitive load, Eyestrain
Abstract: Virtual Reality (VR) gaming has surged rapidly in the gaming industry, offering new interactive and immersive experiences beyond traditional platforms. However, in addition to its vast potential, VR may also introduce new risks for players. This study aims to synthesize existing research on immersive VR games for entertainment and their associated ergonomic risks. A comprehensive search of three major databases yielded 2,430 articles, of which 51 were selected for final analysis. Results showed that existing studies primarily assess the ergonomic risks concerning game content and user characteristics. Despite varied methodologies, studies consistently report the presence of ergonomic risks in five main categories: simulator sickness, visual fatigue, postural imbalance, workload, and physical discomfort, fatigue, and exertion. Further examination of differences in findings highlights potential influences of study design, offering valuable insights and recommendation for future research on ergonomic risks in VR gaming. [ABSTRACT FROM AUTHOR]
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Database: Psychology and Behavioral Sciences Collection
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Abstract:Virtual Reality (VR) gaming has surged rapidly in the gaming industry, offering new interactive and immersive experiences beyond traditional platforms. However, in addition to its vast potential, VR may also introduce new risks for players. This study aims to synthesize existing research on immersive VR games for entertainment and their associated ergonomic risks. A comprehensive search of three major databases yielded 2,430 articles, of which 51 were selected for final analysis. Results showed that existing studies primarily assess the ergonomic risks concerning game content and user characteristics. Despite varied methodologies, studies consistently report the presence of ergonomic risks in five main categories: simulator sickness, visual fatigue, postural imbalance, workload, and physical discomfort, fatigue, and exertion. Further examination of differences in findings highlights potential influences of study design, offering valuable insights and recommendation for future research on ergonomic risks in VR gaming. [ABSTRACT FROM AUTHOR]
ISSN:10447318
DOI:10.1080/10447318.2025.2490402