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Title: An Analysis of Longitudinal Trends in Consumer Thoughtson Presence and Simulator Sickness in VR Games
Since the release of the Oculus Rift CV1 in 2016, millionsof VR headsets have found their way into consumer homes.In this paper, we sought to understand what shifts have takenplace within the two years since consumer VR became avail-able. In this paper, we consider what can be learned aboutlong-term use of consumer VR through an analysis of dis-cussions in online forums devoted to VR. We gathered postsmade on the /r/Vive subreddit from the first two years after theHTC Vive’s release. We present the results from an in-depthqualitative analysis concerning immersion, presence, and sim-ulator sickness. Over time, as users moved from passive toactive, their attitudes and expectations towards immersion andsimulator sickness matured. Major trends of interest foundwere game design implementation and locomotion techniques.  more » « less
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CHI Play
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National Science Foundation
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