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) · reviewr?·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¶
Related Claims¶
- VR sickness in the system is minimal overall (SSQ total 12.88), with nausea lowest and oculomotor symptoms most significant — related
- Higher-visuospatial-ability learners experienced lower motion sickness in Desktop-VR, with a tendency for an interaction with format — related
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 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.