Ergonomic Risks in Immersive Virtual Reality Gaming for Entertainment: A Literature Synthesis.
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| Title: | Ergonomic Risks in Immersive Virtual Reality Gaming for Entertainment: A Literature Synthesis. |
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| 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] |
| Copyright of International Journal of Human-Computer Interaction is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Psychology and Behavioral Sciences Collection |
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| Header | DbId: pbh DbLabel: Psychology and Behavioral Sciences Collection An: 193251192 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Ergonomic Risks in Immersive Virtual Reality Gaming for Entertainment: A Literature Synthesis. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Irminanda%2C+Karin+Rizky%22">Irminanda, Karin Rizky</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Xiong%2C+Shuping%22">Xiong, Shuping</searchLink> (AUTHOR) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22International+Journal+of+Human-Computer+Interaction%22">International Journal of Human-Computer Interaction</searchLink>. May2026, Vol. 42 Issue 9, p6750-6767. 18p. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Virtual+reality%22">Virtual reality</searchLink><br /><searchLink fieldCode="DE" term="%22Ergonomics%22">Ergonomics</searchLink><br /><searchLink fieldCode="DE" term="%22Postural+balance%22">Postural balance</searchLink><br /><searchLink fieldCode="DE" term="%22Myalgia%22">Myalgia</searchLink><br /><searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink><br /><searchLink fieldCode="DE" term="%22Simulator+sickness%22">Simulator sickness</searchLink><br /><searchLink fieldCode="DE" term="%22Cognitive+load%22">Cognitive load</searchLink><br /><searchLink fieldCode="DE" term="%22Eyestrain%22">Eyestrain</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: 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] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of International Journal of Human-Computer Interaction is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=pbh&AN=193251192 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1080/10447318.2025.2490402 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 18 StartPage: 6750 Subjects: – SubjectFull: Virtual reality Type: general – SubjectFull: Ergonomics Type: general – SubjectFull: Postural balance Type: general – SubjectFull: Myalgia Type: general – SubjectFull: Video games Type: general – SubjectFull: Simulator sickness Type: general – SubjectFull: Cognitive load Type: general – SubjectFull: Eyestrain Type: general Titles: – TitleFull: Ergonomic Risks in Immersive Virtual Reality Gaming for Entertainment: A Literature Synthesis. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Irminanda, Karin Rizky – PersonEntity: Name: NameFull: Xiong, Shuping IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 05 Text: May2026 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 10447318 Numbering: – Type: volume Value: 42 – Type: issue Value: 9 Titles: – TitleFull: International Journal of Human-Computer Interaction Type: main |
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