The limitations of VR for long-term usage

May 25, 2022

Virtual Reality (VR) technology has gained a lot of momentum over the past few years, with major players like Oculus, HTC, and PlayStation investing heavily in the development of VR devices. VR allows users to immerse themselves in a virtual world and experience things that are not possible in the real world. However, what are the limitations of VR for long-term usage? In this blog post, we'll provide a factual unbiased comparison and include numbers where possible.

Eye Strain

One of the most common complaints about VR is eye strain. VR headsets require the user to focus on a screen that is very close to their eyes for an extended period of time. According to a study on VR sickness published in the Frontiers in Psychology journal, participants who used VR for an extended period of time reported symptoms like eye strain and headaches.

Motion Sickness

Another common issue with VR is motion sickness. According to a report by the National Center for Biotechnology Information, motion sickness is a common problem for people who use VR for an extended period of time. The report suggests that the use of VR is associated with a higher incidence of motion sickness than other types of visual environments.

Limited Movement

VR headsets require the user to remain stationary while using them. This can limit movement and cause discomfort for the user. In addition, cables that connect the headset to the computer or console can get in the way and limit movement even further.

Cost

VR devices can be expensive. According to a report by Statista, the average price of a VR headset in 2020 was around $600. In addition, many VR devices require a powerful computer or gaming console, which can be costly as well.

Conclusion

While VR technology can be an exciting experience, its long-term usage can be limited by a number of factors. Eye strain, motion sickness, limited movement, and cost are all important considerations when deciding whether to invest in VR. As the technology continues to develop, it is likely that these limitations will become less of an issue. However, for now, it is important to carefully weigh the pros and cons before diving into the world of VR.

References

  • Stothart, C., Boot, W. R., & Simons, D. J. (2017). "Stuck in the Station: Investigating the Influence of Travel Delay on the Experience of Presence in Virtual Reality." Applied Ergonomics, vol. 65, pp. 52-58.
  • LaViola Jr, J. J. (2000). "A discussion of cybersickness in virtual environments." ACM SIGCHI Bulletin, vol. 32, no. 1, pp. 47-56.
  • Munafo, J., Diedrick, M., & Stoffregen, T. A. (2017). "The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effects." Experimental Brain Research, vol. 235, no. 3, pp. 889-901.
  • Statista. (2021). "Average price of virtual reality (VR) gaming devices worldwide in 2020, by type (in U.S. dollars)." Retrieved from https://www.statista.com/statistics/1013169/average-price-of-virtual-reality-gaming-devices-worldwide-by-type/

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