C3. Minimize Physical Side Effects

“While playing a VR game, I do not experience physical side-effects that prevent me from enjoying my time.”

Players do not experience nausea or fatigue while playing a VR game or experience that otherwise would break their immersion and force them to stop playing the game from discomfort.

Forms of physical effects (nausea, eye strain, dizziness, etc) created from VR force players to end their play session to take a break. VR games that create such effects would not only ruin the experience of the game but potentially cause expectations that VR is the problem and not the specific game.

Examples (adhered):

  • VR Sports Challenge (1, 2): Both visuals and audio help immerse the player into his environment. In one scene (1), the player says, “I’d be lying if I didn’t feel like I was in an arena.” In another part of the game, where he’s playing basketball (2), the player says, “This legitimately feels like I’m on a basketball court, though, which is pretty cool.”
  • Farpoint: When the player is on ground level, the audio and visual elements help give player a sense that they are there. The windy audio matches with the windy scenery, and they can hear the player character breathe heavily after running for some time.
  • Arizona Sunshine: The player says, “The world itself is absolutely gorgeous, by the way. The birds flying around, the trees… Everything together, it just matches, yknow. It really feels like you’re there, and it’s real.”