Adverse effects of IVR simulation in nursing education are generally mild visual and vestibular symptoms¶
Claim · All claims
Evidence · 1 study · quant-synthesisr3·q2
Currency · newest study 2026 · not yet checked against its sources · not reviewed by a person
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? Across 7 studies reporting adverse effects, symptoms were predominantly dizziness, nausea, eye fatigue, and blurred vision, with one study documenting no adverse events. → Li Xia 2026
Evidence¶
Li Xia 2026¶
Li Xia, Hu Yanling, Peng Hanmei, Luo Shiqi, Yang Chunsong, Luo Biru, Wan Xingli, Li Yuan, Laredo-Aguilera Jose Alberto. (2026). Effects of Immersive Virtual Reality Simulation on Nursing Students’ Learning Outcomes: A Systematic Review and Meta‐Analysis. Journal of Nursing Management. https://doi.org/10.1155/jonm/4686851
q2 · i? · quant-synthesis · r3
Narrative synthesis of adverse-effect reporting across 7 included RCTs. The most commonly reported effects were dizziness, nausea, eye fatigue, and blurred vision, with additional symptoms including headache, neck pain, and unsteadiness.
"Seven studies reported adverse effects associated with IVR interventions. One study documented no adverse events [41], while the remaining six studies reported various side effects [18, 19, 30, 34, 37, 43], predominantly related to visual and vestibular symptoms"
Discussion¶
Related Claims¶
- No significant safety issues arose in VR-IWS use; one young participant reported minor dizziness in one session only — a narrower finding that bears on this claim
- VR sickness in the system is minimal overall (SSQ total 12.88), with nausea lowest and oculomotor symptoms most significant — related
- Immersion in the virtual classroom did not induce unwanted negative side effects (cybersickness) — related
- Motion sickness after the iVR experience was negligible for most participants, but a minority felt significant discomfort — related
- Computer-based simulation and immersive VR platforms differ in their primary limitations: feedback timeliness versus physiological discomfort — related
- Motion sickness remains a disagreeable side effect of IVR serious games for a minority of participants — related
Page metadata
| Field | Value |
|---|---|
status |
review |
generated |
by process:wiki-ingest on 2026-10-31 |
trust |
unverified — no one has confirmed this page's content |
Frontmatter is the page's machine-readable record — see the Schema & Guide.