Impact of sensorimotor mismatch on virtual reality sickness and user experience: age-related differences in a randomized trial

Abstract Background Virtual reality (VR) technology offers immersive and interactive experiences and is increasingly being explored for rehabilitation therapies. However, concerns about side effects such as nausea and dizziness—collectively referred to as VR sickness—are holding back clinical transl...

Full description

Saved in:
Bibliographic Details
Main Authors: Elisabeth Jochmann, Thomas Jochmann, Maximilian Weber, Karolin Weigel, Carsten Klingner
Format: Article
Language:English
Published: BMC 2025-07-01
Series:Journal of NeuroEngineering and Rehabilitation
Subjects:
Online Access:https://doi.org/10.1186/s12984-025-01677-x
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1849238681416630272
author Elisabeth Jochmann
Thomas Jochmann
Maximilian Weber
Karolin Weigel
Carsten Klingner
author_facet Elisabeth Jochmann
Thomas Jochmann
Maximilian Weber
Karolin Weigel
Carsten Klingner
author_sort Elisabeth Jochmann
collection DOAJ
description Abstract Background Virtual reality (VR) technology offers immersive and interactive experiences and is increasingly being explored for rehabilitation therapies. However, concerns about side effects such as nausea and dizziness—collectively referred to as VR sickness—are holding back clinical translation. Sensorimotor mismatches, while potentially beneficial for motor learning, may exacerbate these effects. The age groups in VR applications differ, with younger users common in gaming and older adults prevalent in rehabilitation. This study investigated whether sensorimotor mismatches in a VR-based motor task make the experience more uncomfortable and whether older adults are more affected by these mismatches. Methods We conducted a randomized controlled trial with 104 healthy right-handed adults, including elderly participants up to 84 years old, to cover the relevant demographics for rehabilitation. Participants were divided into three intervention groups and performed a VR ball-throwing task using an Oculus Rift S head-mounted display. The groups differed in task difficulty and exposure to deliberately induced sensorimotor mismatches. The design avoided visual-vestibular conflicts typically responsible for VR sickness and instead introduced proprioceptive mismatches during hand-object interaction. VR sickness was measured using the Simulator Sickness Questionnaire (SSQ), and user experience was assessed through a self-developed questionnaire. Statistical analysis was performed using rank-transformed ANOVA, ordinal logistic regression, and Spearman’s rho with FDR correction for multiple comparisons. Results Results indicated no significant differences in SSQ scores among the three intervention groups, suggesting that sensorimotor mismatches do not increase VR sickness. However, the Mismatch group reported higher levels of exhaustion and frustration compared to the Error-based and Errorless groups, indicating the impact of cognitive strain and task difficulty on user experience. Interestingly, younger participants reported higher (worse) SSQ scores, while older participants experienced weaker symptoms. Conclusions VR environments with sensorimotor mismatches during hand-object interaction tasks may be feasible for rehabilitation, as they did not lead to significant discomfort in this setting. Moreover, despite concerns about age-related susceptibility to dizziness, older adults showed high tolerance to VR, supporting its potential for broader applications in rehabilitation settings. This study was reported in accordance with the CONSORT guidelines. It was registered in the German Clinical Trials Register (DRKS00034901).
format Article
id doaj-art-466ad8b10afb4ccda00fa9a9ece68a62
institution Kabale University
issn 1743-0003
language English
publishDate 2025-07-01
publisher BMC
record_format Article
series Journal of NeuroEngineering and Rehabilitation
spelling doaj-art-466ad8b10afb4ccda00fa9a9ece68a622025-08-20T04:01:26ZengBMCJournal of NeuroEngineering and Rehabilitation1743-00032025-07-0122111710.1186/s12984-025-01677-xImpact of sensorimotor mismatch on virtual reality sickness and user experience: age-related differences in a randomized trialElisabeth Jochmann0Thomas Jochmann1Maximilian Weber2Karolin Weigel3Carsten Klingner4Department of Neurology, Jena University HospitalDepartment of Computer Science and Automation, Technische Universität IlmenauDepartment of Neurology, Jena University HospitalDepartment of Neurology, Jena University HospitalDepartment of Neurology, Jena University HospitalAbstract Background Virtual reality (VR) technology offers immersive and interactive experiences and is increasingly being explored for rehabilitation therapies. However, concerns about side effects such as nausea and dizziness—collectively referred to as VR sickness—are holding back clinical translation. Sensorimotor mismatches, while potentially beneficial for motor learning, may exacerbate these effects. The age groups in VR applications differ, with younger users common in gaming and older adults prevalent in rehabilitation. This study investigated whether sensorimotor mismatches in a VR-based motor task make the experience more uncomfortable and whether older adults are more affected by these mismatches. Methods We conducted a randomized controlled trial with 104 healthy right-handed adults, including elderly participants up to 84 years old, to cover the relevant demographics for rehabilitation. Participants were divided into three intervention groups and performed a VR ball-throwing task using an Oculus Rift S head-mounted display. The groups differed in task difficulty and exposure to deliberately induced sensorimotor mismatches. The design avoided visual-vestibular conflicts typically responsible for VR sickness and instead introduced proprioceptive mismatches during hand-object interaction. VR sickness was measured using the Simulator Sickness Questionnaire (SSQ), and user experience was assessed through a self-developed questionnaire. Statistical analysis was performed using rank-transformed ANOVA, ordinal logistic regression, and Spearman’s rho with FDR correction for multiple comparisons. Results Results indicated no significant differences in SSQ scores among the three intervention groups, suggesting that sensorimotor mismatches do not increase VR sickness. However, the Mismatch group reported higher levels of exhaustion and frustration compared to the Error-based and Errorless groups, indicating the impact of cognitive strain and task difficulty on user experience. Interestingly, younger participants reported higher (worse) SSQ scores, while older participants experienced weaker symptoms. Conclusions VR environments with sensorimotor mismatches during hand-object interaction tasks may be feasible for rehabilitation, as they did not lead to significant discomfort in this setting. Moreover, despite concerns about age-related susceptibility to dizziness, older adults showed high tolerance to VR, supporting its potential for broader applications in rehabilitation settings. This study was reported in accordance with the CONSORT guidelines. It was registered in the German Clinical Trials Register (DRKS00034901).https://doi.org/10.1186/s12984-025-01677-xProprioceptive conflictMotion sicknessAgingCognitive loadImmersive technologyHead-mounted display
spellingShingle Elisabeth Jochmann
Thomas Jochmann
Maximilian Weber
Karolin Weigel
Carsten Klingner
Impact of sensorimotor mismatch on virtual reality sickness and user experience: age-related differences in a randomized trial
Journal of NeuroEngineering and Rehabilitation
Proprioceptive conflict
Motion sickness
Aging
Cognitive load
Immersive technology
Head-mounted display
title Impact of sensorimotor mismatch on virtual reality sickness and user experience: age-related differences in a randomized trial
title_full Impact of sensorimotor mismatch on virtual reality sickness and user experience: age-related differences in a randomized trial
title_fullStr Impact of sensorimotor mismatch on virtual reality sickness and user experience: age-related differences in a randomized trial
title_full_unstemmed Impact of sensorimotor mismatch on virtual reality sickness and user experience: age-related differences in a randomized trial
title_short Impact of sensorimotor mismatch on virtual reality sickness and user experience: age-related differences in a randomized trial
title_sort impact of sensorimotor mismatch on virtual reality sickness and user experience age related differences in a randomized trial
topic Proprioceptive conflict
Motion sickness
Aging
Cognitive load
Immersive technology
Head-mounted display
url https://doi.org/10.1186/s12984-025-01677-x
work_keys_str_mv AT elisabethjochmann impactofsensorimotormismatchonvirtualrealitysicknessanduserexperienceagerelateddifferencesinarandomizedtrial
AT thomasjochmann impactofsensorimotormismatchonvirtualrealitysicknessanduserexperienceagerelateddifferencesinarandomizedtrial
AT maximilianweber impactofsensorimotormismatchonvirtualrealitysicknessanduserexperienceagerelateddifferencesinarandomizedtrial
AT karolinweigel impactofsensorimotormismatchonvirtualrealitysicknessanduserexperienceagerelateddifferencesinarandomizedtrial
AT carstenklingner impactofsensorimotormismatchonvirtualrealitysicknessanduserexperienceagerelateddifferencesinarandomizedtrial