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X-LIC-LOCATION:America/Chicago
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TZOFFSETFROM:-0600
TZOFFSETTO:-0500
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DTSTART:19700308T020000
RRULE:FREQ=YEARLY;BYMONTH=3;BYDAY=2SU
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DTSTART:19701101T020000
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DTSTAMP:20251016T135125Z
LOCATION:Riverside East
DTSTART;TZID=America/Chicago:20251014T173000
DTEND;TZID=America/Chicago:20251014T183000
UID:HFESAM_ASPIRE 2025_sess131_POST400@linklings.com
SUMMARY:The Role of Gaming Experience in Cybersickness Susceptibility: Dev
 elopment of A Detailed Survey
DESCRIPTION:Stephen J. Fieffer, Michael C. Dorneich, and Stephen B. Gilber
 t (Iowa State University)\n\nCybersickness, a motion sickness-like phenome
 non that happens in extended reality (XR) environments, is a major barrier
  to adoption of XR technology. While video gamers have been associated wit
 h lower levels of cybersickness susceptibility than non-gamers, the reason
 s behind this difference are not well understood. Studies may define “game
 r” differently, leading to differing results based on definition alone.  T
 his study builds upon existing research to explore the relationship betwee
 n cybersickness history and gaming habits like frequency of play, age of f
 irst play, genre preference, and visual styles. A survey, titled the Gamin
 g Activity and Motion-sickness Experience & Susceptibility Survey (GAMESS)
  collects gaming habit trends and sickness susceptibility ratings with the
  MSSQ and VIMSSQ. GAMESS enables comparisons between current, former, and 
 non-gamers to uncover potential connections between gaming habits and redu
 ced susceptibility. These connections could explain why gamers are associa
 ted with lower susceptibility levels, which could influence new targeted i
 ntervention strategies to reduce the cybersickness susceptibility of non-g
 amers.\n\n
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