Study: Good Stories Make VR Less Sickening

I’ve suffered for this job. It’s true. Years ago, after previewing multiple virtual reality games back to back, I got hit with so much delayed motion sickness that I seriously needed to lie down for a few hours. And that’s coming from someone with a lot of gaming and VR experience. Non-gamers unfamiliar with the technology are apparently even more sensitive to the queasy side effects of this transportive new technology.

VR manufacturers have been trying for years to make their products more comfortable. But one solution sounds a lot cheaper than higher-res screens. According to a study from the University of Waterloo, a good story can make VR a lot easier to swallow.

The study involved subjecting nearly 200 participants to the same VR experience. However, one group heard a detailed description of the story before playing whereas the other did not. Results showed that those who heard the story ultimately had an easier time becoming immersed. The feeling of being disconnected from what you’re looking at is a big reason why VR can be so jarring. So it’s nice to learn that good stories aren’t just a placebo but have tangible benefits when it comes to nausea and eye strain.

“What that tells us is that the actual design of the VR simulation’s storyline itself can reduce the negative impact some people experience with VR technology,” said Séamas Weech, a postdoctoral fellow in Kinesiology and a member of Waterloo’s Games Institute.

Stories in general play a bigger role in how we enjoy games than we give them credit for. Stories get us emotionally invested enough to overcome challenges and provide pleasing metaphors for abstract game mechanics. Making VR games better is just another benefit. Maybe we’ll be able to play through Half-Life: Alyx after all.



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