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Turkish Adaptation of the CSQ-VR

Turkish Validity and Reliability of CyberSickness in Virtual Reality Questionnaire

Status
Recruiting
Phases
Unknown
Study type
Observational
Source
ClinicalTrials.gov
Registry ID
NCT07247773
Enrollment
42
Registered
2025-11-25
Start date
2025-12-15
Completion date
2028-01-15
Last updated
2026-05-11

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Healthy Volunteers

Keywords

Virtual Reality, Cybersickness

Brief summary

The Cybersickness in Virtual Reality Questionnaire (CSQ-VR) is a tool designed to measure the presence and intensity of cybersickness symptoms experienced in VR. The CSQ-VR is an adapted and improved version of the Cybersickness section of the Virtual Reality Neuroscience Questionnaire (VRNQ). The aim of this study is to examine the validity and reliability of the Turkish version of the CSQ-VR.

Detailed description

Alongside the many innovations brought by virtual reality, some users may experience the phenomenon of cybersickness. Symptoms of cybersickness include nausea, disorientation, and oculomotor disturbances. Although cybersickness shares similarities with simulator sickness, it differs in terms of the frequency and severity of symptoms. In particular, users who experience cybersickness report increased overall discomfort due to nausea and disorientation. Cybersickness is also distinct from motion sickness, as cybersickness is triggered by visual stimulation, whereas motion sickness is induced by actual physical movement. Although there is no comprehensive theoretical framework for cybersickness, the most common and dominant explanation is the sensory conflict theory. This framework suggests that the symptomatology of cybersickness arises from a sensory conflict between the vestibular (inner ear) and visual systems. Simply put, the perception of postural balance depends on a combination of visual, vestibular, and proprioceptive inputs. It is assumed that conflicting motion perception cues from these systems cause cybersickness. The technological source of this conflict is vection, an illusory sense of self-motion induced in VR. Vection is considered one of the main causes of cybersickness in VR. In particular, movements such as linear and angular accelerations are reported to provoke cybersickness in users.

Interventions

None listed

Sponsors

Abant Izzet Baysal University
Lead SponsorOTHER

Study design

Observational model
OTHER
Time perspective
PROSPECTIVE

Eligibility

Sex/Gender
ALL
Age
18 Years to 30 Years
Healthy volunteers
Yes

Inclusion criteria

* Voluntary agreement to participate in the study * Ability to stand and walk independently

Exclusion criteria

* Presence of amblyopia, strabismus, or pathologies impairing focus, depth perception, or normal 3D vision * Failure on the butterfly test of the Titmus stereotest

Design outcomes

Primary

MeasureTime frameDescription
Cybersickness in Virtual Reality QuestionnaireImmediately after a single VR session (~1 hour)It is a tool designed to measure the presence and severity of cybersickness symptoms experienced in VR

Secondary

MeasureTime frameDescription
Simulator Sickness QuestionnaireImmediately after a single VR session (~1 hour)The Simulator Sickness Questionnaire evaluates 16 symptoms such as eye strain, nausea, sweating, and headache, each rated on four severity levels (none, slight, moderate, and severe).

Countries

Turkey (Türkiye)

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: May 12, 2026