Claims

Cybersickness remains a persistent practical challenge, affecting approximately 42% of VR users, and can occur in AR where symptoms may exceed those in VR

Claim · All claims
Evidence · 1 study (2 entries) · review r? · q2
Currency · newest study 2026 · not yet checked against its sources · not reviewed by a person · recheck by 2031: baselines and conditions change

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q2 i? Recent studies still report substantial prevalence rates of cybersickness symptoms, with approximately 42% of participants affected when using VR headsets. → Ross 2025 q2 i? Cybersickness can also occur in AR, and when the amount of virtually rendered content is high enough, AR symptoms can even exceed those experienced in VR. → Ross 2025 (2)

Evidence

Ross 2025

Ross, M., & Kaspar, K. (2026). Learning with pedagogical agents in extended reality: A conceptual research-based framework of agent-centered learning in immersive media environments (ACLIME). https://orcid.org/0000-0002-5092-6798 doi:10.31234/osf.io/e6smh_v1

q2 · i? · review · r?

The review reports, citing Hagiya et al. (2024) and Vladinov & Foronda (2024), that approximately 42% of participants are affected by cybersickness symptoms when using VR headsets; the underlying studies' designs are not described in the review.

"Recent studies still report substantial prevalence rates of cybersickness symptoms, with approximately 42% of participants affected when using VR headsets (Hagiya et al., 2024; Vladinov & Foronda, 2024)."

Ross 2025 (2)

Ross, M., & Kaspar, K. (2026). Learning with pedagogical agents in extended reality: A conceptual research-based framework of agent-centered learning in immersive media environments (ACLIME). https://orcid.org/0000-0002-5092-6798 doi:10.31234/osf.io/e6smh_v1

q2 · i? · theoretical · r2

The review reports, citing Kirollos and Merchant (2023), evidence that cybersickness occurs in AR and can exceed VR symptoms when rendered content is high enough; the review attributes this to recent findings without detailing the study design.

"In fact, when the amount of virtually rendered content is high enough, cybersickness symptoms in AR can even exceed those experienced in VR (Kirollos & Merchant, 2023)."

Discussion

Page metadata
Field Value
type claim
id cybersickness-prevalence-vr-ar-immersive-learning
title Cybersickness remains a persistent practical challenge, affecting approximately 42% of VR users, and can occur in AR where symptoms may exceed those in VR
description Cybersickness remains a persistent practical challenge, affecting approximately 42% of VR users, and can occur in AR where symptoms may exceed those in VR
status review
evidence_strength weak
newest_evidence 2026
recheck_by 2031
generated by process:wiki-ingest on 2026-10-12
trust unverified — no one has confirmed this page's content
sources 2 — ross-2025, ross-2025-2

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