Physiological and Neurological Factors in Virtual Reality: A Survey-Based Analysis
Abstract
Virtual Reality (VR) technology offers immersive, multisensory experiences that have transformative potential across entertainment, education, and professional domains. However, its use is also associated with a range of physiological and neurological responses that remain underexplored in large-scale user populations. This study investigates the prevalence, severity, and predictors of such responses through a survey-based analysis of 205 VR users. Participants completed a structured online questionnaire assessing their VR usage patterns, symptom experiences, and demographic background. Results indicate that the most frequently reported symptoms include nausea, headaches, visual fatigue, and neck discomfort, though these effects were generally mild and infrequent. Psychological symptoms such as anxiety, disorientation, and diminished motivation were reported less often but showed a strong association with higher daily screen exposure. In contrast, demographic factors like age and gender had limited predictive value. Notably, educational background and technical familiarity were linked to more functional and diverse VR use. The findings support prevailing theories of sensory conflict and cognitive overload while highlighting the cumulative role of digital lifestyle in shaping user responses. Future research should incorporate objective measurements and stratified sampling to better capture the complex interaction between immersive technology and human neurophysiology.Virtual Reality (VR) technology offers immersive, multisensory experiences that have transformative potential across entertainment, education, and professional domains. However, its use is also associated with a range of physiological and neurological responses that remain underexplored in large-scale user populations. This study investigates the prevalence, severity, and predictors of such responses through a survey-based analysis of 205 VR users. Participants completed a structured online questionnaire assessing their VR usage patterns, symptom experiences, and demographic background. Results indicate that the most frequently reported symptoms include nausea, headaches, visual fatigue, and neck discomfort, though these effects were generally mild and infrequent. Psychological symptoms such as anxiety, disorientation, and diminished motivation were reported less often but showed a strong association with higher daily screen exposure. In contrast, demographic factors like age and gender had limited predictive value. Notably, educational background and technical familiarity were linked to more functional and diverse VR use. The findings support prevailing theories of sensory conflict and cognitive overload while highlighting the cumulative role of digital lifestyle in shaping user responses. Future research should incorporate objective measurements and stratified sampling to better capture the complex interaction between immersive technology and human neurophysiology.
Keywords:
Virtual Reality, Simulation, Cybersickness, Human Factors in VR, Immersive Technology, VR-Induced Symptoms, Screen Time Exposure
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This is an Open Access article distributed under the terms of the conference license.