Study Reveals Children Experience Minimal Motion Sickness in VR Compared to Adults
New research conducted by Leiden University’s Nina Krupljanin and her team indicates that children and adolescents exhibit significantly lower rates of motion sickness during virtual reality experiences compared to adults. The study, involving 85 participants aged 8 to 17, found that symptoms such as dizziness and headaches, commonly reported by adults using VR, were rare among younger users.
This contrast is particularly pronounced during VR sessions involving artificial movement, where visual input conflicts with the inner ear’s balance signals. While adults often struggle with such sensory mismatches, the study observed that children adapted seamlessly to VR headsets, demonstrating ease in navigating tasks and engaging with cartoon-style virtual environments. Participants responded intuitively to directional audio cues and interactive elements, showing no hesitation in exploration.
Researchers theorise that younger generations’ familiarity with digital interfaces may contribute to this adaptability. Children’s tendency to approach technology with curiosity and a trial-and-error mindset, fostered by early exposure to digital media, likely reduces anxiety and enhances comfort in virtual spaces. Notably, all participants displayed strong enthusiasm for VR engagement, a factor researchers emphasise as vital for therapeutic applications.
The findings hold implications for expanding VR-based interventions for youth, particularly in mental health contexts. Krupljanin’s ongoing SHINE-VR initiative, focused on addressing trauma-related shame through self-compassion training, exemplifies this potential. The programme immerses users in virtual scenarios where they interact with peers who have faced similar interpersonal trauma, facilitating discussions about shared emotional challenges.
By simulating real-world social interactions in controlled environments, SHINE-VR allows participants to practice emotional regulation and empathy. Early observations suggest VR can elicit measurable physiological responses, such as increased heart rates, despite users’ awareness of the virtual setting. This controlled exposure is viewed as a stepping stone to building resilience for real-life situations.
The study underscores VR’s dual role as both an entertainment medium and a therapeutic tool, with younger users’ innate adaptability positioning them as ideal candidates for future innovations in digital health interventions. Further research is planned to explore long-term effects and optimise VR frameworks for pediatric care.