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.
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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  Data: Ergonomic Risks in Immersive Virtual Reality Gaming for Entertainment: A Literature Synthesis.
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  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)
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  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.
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  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.)
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RecordInfo BibRecord:
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      – Type: doi
        Value: 10.1080/10447318.2025.2490402
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      – Code: eng
        Text: English
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        PageCount: 18
        StartPage: 6750
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      – 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
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      – SubjectFull: Cognitive load
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      – SubjectFull: Eyestrain
        Type: general
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      – TitleFull: Ergonomic Risks in Immersive Virtual Reality Gaming for Entertainment: A Literature Synthesis.
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              M: 05
              Text: May2026
              Type: published
              Y: 2026
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