An interventional study of "Hide and Seek" videogame in Simulator Sickness, sponsored by University of Southern California. Completed at 1 site in United States. Open to participants aged 18 Years and older, including healthy volunteers. Per ClinicalTrials.gov, last updated 2022-04-06.
Sponsored by University of Southern California · Not applicable, Interventional, and Basic science
The objective of this research is the accumulation of gameplay data and simulator sickness background surveys for trend analysis, and individual simulator sickness trigger factor analysis for the test subjects involved. Rather than isolating specific variables for hypothesis formulation, this study will be attempting to collect an array of data that is a) both qualitative and quantitative, and b) observational and test subject-reported. The final results will consist of a list of possible trigger factors to avoid for individual subjects, and metrics showing the directional tendencies of players depending on the severity of their symptoms at the time.
The overall goal of this research is to better understand factors that contribute to simulator sickness, both in who it affects and why some gameplay experiences may cause it more than others. Operating from the basic assumption that the way a player moves through an environment affects how quickly that player gets sick, we will primarily be gathering data on how the player moves through the digital space and whether that behavior changes once they begin to feel sick.
University of Southern California is the lead sponsor of 789 studies on the registry; 136 are open to participants now.
Of its 69 completed or terminated interventional studies of FDA-regulated products, 32 (46%) have results posted.
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Exclusion Criteria:
"Hide and Seek" videogame
Behavioral: "Hide and Seek" videogame
Survey of triggers to simulator sickness in videogame players (global)
One-time questionnaire collecting demographic data, types of games participants play and any symptoms game players may have experienced in the past from up to 100 participants. This is a multiple choice tool created by the investigator.
Time frame: Baseline
Survey of responses to simulator sickness in videogame players (global)
One-time questionnaire self-reported responses to simulator sickness for up to 100 participants. This is a multiple choice tool created by the investigator.
Time frame: Baseline
Real-time player responses to simulator sickness
Automated real-time in-game behavior data collection of up to to 30 minutes of game play. Specifically, directional movement up until simulator sickness onset, changes in movement behavior before and after sickness onset, first symptoms and time until onset. 10 participants will be selected for exposure to the intervention post-enrollment.
Time frame: During intervention
Post-play simulator sickness rating
This is a questionnaire created by the investigator to rate simulator sickness induced by the intervention, compare it to other instances of simulator sickness and enumerate symptoms. Administered immediately after play.
Time frame: Post-exposure to intervention
This study is completed, as verified in Apr 2022. You cannot join it, but the record below documents what was studied.
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