Visually induced motion sickness (VIMS) is a well-known phenomenon in virtual environments,simulators, and videogames. We conducted an experiment to analyze the role of sound on theseverity of VIMS and the feeling of presence in videogames. Thirty-two subjects first watched apre-recorded sequence of the game "Mirrors Edge" and then played the game actively. Gameplaysound was activated for half of the participants. VIMS was measured via the SimulatorSickness Questionnaire and the Fast Motion Sickness Scale, presence was captured using thePresence Questionnaire. Results showed severe VIMS in all participants during the passive videosession, whereas active-play revealed only moderate VIMS. However, in both conditions soundturned out to have no effect, neither on the severity of VIMS nor on the amount of presence. Wefound a moderate negative correlation between VIMS and presence. The results indicate thatsound is less important than often thought.
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