You're eager to introduce VR to a client. How can you address their fear of motion sickness?
Introducing Virtual Reality (VR) to a client can be thrilling, but motion sickness is a common concern. Here's how to address it:
What strategies have worked for you to reduce VR motion sickness?
You're eager to introduce VR to a client. How can you address their fear of motion sickness?
Introducing Virtual Reality (VR) to a client can be thrilling, but motion sickness is a common concern. Here's how to address it:
What strategies have worked for you to reduce VR motion sickness?
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One way to ease concerns is to start them with a seated, stationary immersive experience that gets them comfortable with the headset on their face. Then perhaps ease into a easy to digest, teleport-enabled game experience that is exceptionally well-designed, such as Walkabout Minigolf. Once they have their "VR legs" they should be comfortable with more intense immersive experiences.
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First, I ask the person if they have experienced VR before. If they have, I tailor my guidance based on the type of experience they’ve had. In my experience, people entering the VR environment for the first time are often nervous. This is usually due to unfamiliarity with the environment or previous negative experiences, such as dizziness or discomfort in VR. To ease this,I use VR software(Simlab) that lets them navigate the environment with a keyboard and mouse, like in a game, before entering VR. This preview helps reduce their anxiety by showing them what to expect. When they enter VR, I reassure them with a gentle touch on their back or shoulder and light humor to ease tension.This approach often turns fear into an enjoyable experience.
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Introducing VR to a client while addressing motion sickness requires a thoughtful approach: Choose the Right Content: Begin with stationary or slow-moving VR experiences to help the client ease into the environment comfortably. 🏞️ Optimize Settings: Ensure a high frame rate and minimal latency for smoother visuals, which can greatly reduce discomfort. Adjust settings to match the user's comfort level. 🔧 Provide Breaks: Encourage taking short, frequent breaks to help the client adapt gradually and avoid prolonged exposure. These strategies create a positive introduction to VR while minimizing motion sickness concerns. 😊
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Appreciate their reticence and assure them it's a very common fear. Dig into previous experience to understand where the fear originated. Fortunately, very few have experienced motion sickness while in the OMS platform and our scenarios can be launched outside a headset as an alternative. Being seated, ready to hop out of the virtual space if needed, as well as having a supportive facilitator are always great places to start!
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Agree with all the great answers above. If your client is concerned with adoption roadblocks on launch due to motion sickness; the following can help : 1. Ask for their experience and understand the scenario 2. Point out ways you will reduce, mitigate, or eliminate motion sickness such as : balance between speed and frame rate, adding motion blur, finding the sweet spot in LOD. 3. If applicable, build in sensory breaks in your VR experience such as areas with less sound, motion, and visual stimulation. VR is still young but we've come a long way since most skeptics took it for a test drive. Knowledge brings confidence and the best way to convince a client is to listen, address, and show them successful examples.
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When introducing VR to a client worried about motion sickness, it’s important to address their concerns with care. The biggest reason for motion sickness in VR is the way movement is handled. When presenting to the client, choose content or simulations that are known to minimize motion discomfort. Explain that in your VR environments, you prefer using scene shifts instead of controller movements. This approach reduces the risk of motion sickness by providing a more stable visual experience. Reassure them that their comfort is a top priority, and you're dedicated to creating an immersive, comfortable VR experience.
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