Abstract
This study investigated the incidence of cybersickness in engineering students exposed to a custom-designed virtual reality (VR) environment developed by applying mitigation techniques recommended in the prior literature. Conducted at Simón Bolívar University in Barranquilla, Colombia, the study involved 76 participants using a Lenovo ThinkStation with a Lenovo ThinkReality VRX headset to interact with a Unity-based game focused on stacking cubes. Preventive techniques were implemented, including the use of cool color schemes, movement restriction, high resolution and frame rates, and a maximum exposure time of 15 minutes. Participants completed the simulator sickness questionnaire (SSQ), and qualitative feedback was collected through interviews. Results showed that 25% of participants reported cybersickness, a rate consistent with prior studies (20–40%). Significant associations were found with visual and cognitive symptoms such as blurred vision, head pressure, and difficulty focusing, while eye strain and sweating were not significant. Contrary to expectations, age, gender, prior VR experience, and videogame total playtime did not predict cybersickness. However, videogame session frequency was strongly associated, suggesting exposure distribution is more influential than total duration.