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Original Article

IJMDC. 2024; 8(2): 607-611


The effect of virtual reality games on the eyes and vestibular system amongst virtual reality users in Riyadh, Saudi Arabia

Arwa Mushabbab Alamri, Ishama Marium, Mohammed Saad Alkhaldi, Fatimah Yousef Al–Humaily, Talal M. Abukaram, Lamees Mohammed Algubran, Wala Saleh Alshiha, Sahar Mushabbab Alamri, Nora Jasim Alturki, Refah Saud Alotaibi.




Abstract

Objective:
This research aimed to explore the influence of virtual reality (VR) games on the eyes and vestibular system, focusing on balance, orientation, motion sickness occurrence, and overall visual health among Riyadh VR users.
Methods:
A cross-sectional study involving 387 individuals aged 8 to 40 years and beyond was conducted using an internet-based questionnaire. The study investigated the effects of VR gaming on eyesight, balance, orientation, and motion sickness. Demographic variables, VR headset usage, and duration of VR gaming were also examined.
Results:
The study revealed that 68% of individuals aged 20 to 30 years in Riyadh were amid VR gamers, with an approximately equal gender split. Native Saudis represented 78.3% participants, contributing cultural insights. Approximately, 56.3% participants used VR headsets for gaming. Varied user experiences were observed, with 45.2% adopted VR gaming recently. A substantial proportion (55.8%) believed that VR games affected eyesight or balance. Motion sickness occured in 24.5% gamers, while tinnitus and headaches were reported by 27.1% and 29.2%, respectively.
Conclusion:
The study shed light on the growing popularity of VR gaming in Riyadh's younger population, revealing insights into associated sensory and physiological effects. The findings underscored the need for further research and development to address challenges such as motion sickness, tinnitus, and migraines associated with VR gaming. The study contributed to the ongoing discussion on the effects of VR gaming on sensory system and advocated for continuous efforts to improve user experiences while minimizing potential risks.

Key words: Effect, virtual reality (VR), games, eyes, vestibular system, Saudi Arabia.






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