VR Motion Sickness & Comfort Technique Assessment
Measures VR players' motion sickness susceptibility, symptom frequency, discomfort triggers, and comfort technique preferences to guide UX design decisions for virtual reality games and experiences.
Sample questions
A preview of what’s in the template. Every question is editable before you launch.
In the last 30 days, how often did you use VR?
- Daily
- 4–6 days per week
- 1–3 days per week
- Less than once per week
- Not in the last 30 days
Overall, how susceptible to motion sickness are you when using VR?
Which comfort techniques do you usually enable when playing VR? Select all that apply.
- Vignette/comfort blinders
- Teleport or point-to-move
- Snap turning (e.g., 30°/45°)
- Lower movement speed/acceleration
- Seated play
- Fixed horizon/reticle
- Scheduled rest breaks
- Ginger/anti-nausea aids
- None — I don't use comfort techniques
- Other
What most limits your use of comfort features today? Select all that apply.
- Concern that comfort features reduce immersion or gameplay
- Setup friction or confusing menus
- I don't know which settings to use
- Games I play lack good comfort options
- Motion style mismatches the genre
- Hardware performance or frame drops
- Other
Which specific VR titles, scenes, or moments have caused you the most discomfort recently? Please describe briefly.
What is your age range?
- 18–24
- 25–34
- 35–44
- 45–54
- 55–64
- 65+
- Prefer not to say
Thank you for completing this survey! Your responses will help inform the design of more comfortable VR experiences. All data will be reported in aggregate. If you have any questions about this research, please contact the research team.
Which VR headset(s) do you currently use? Select all that apply.
- Meta Quest 2
- Meta Quest 3
- Meta Quest Pro
- PS VR2
- HTC Vive
- Valve Index
- Pico (any)
- Windows MR (any)
- Other
In the last 30 days, how frequently did you experience nausea while using VR?
How effective do you find vignette/comfort blinders for reducing discomfort?
Rank the following from what would help you most to least with VR comfort.
- More in-game comfort options
- Clearer comfort tutorials and onboarding
- Higher frame rate and performance
- Personal adaptation or training modes
- Community guides and best practices
Based on your responses throughout this survey, what is the single most important thing VR developers could do to improve your comfort experience?
How do you describe your gender?
- Woman
- Man
- Non-binary
- Prefer not to say
- Self-describe
Which VR game genres do you play most often? Select all that apply.
- First-person shooter
- Racing
- Flight/space sim
- Horror
- Puzzle
- Rhythm/music
- Exploration/walking sim
- Sports/fitness
- Social/party
- Simulation/management
- Other
In the last 30 days, how frequently did you experience dizziness or disorientation while using VR?
How effective do you find teleport or point-to-move locomotion for reducing discomfort?
In which region do you currently live?
- North America
- Europe
- Latin America
- Asia
- Middle East
- Africa
- Oceania
- Prefer not to say
How do you usually play VR?
- Mostly seated
- Mix of seated and standing/room-scale
- Mostly standing/room-scale
In the last 30 days, how frequently did you experience eye strain or headache while using VR?
How effective do you find snap turning for reducing discomfort?
How long have you been playing video games regularly?
- Less than 1 year
- 1–3 years
- 4–7 years
- 8–15 years
- 16–25 years
- More than 25 years
In the last 30 days, how frequently did you experience sweating or general physical discomfort while using VR?
How effective do you find lower movement speed or acceleration for reducing discomfort?
How long have you been using VR overall?
- Under 3 months
- 3–6 months
- 6–12 months
- 1–3 years
- 3+ years
Rank the following from most to least likely to trigger discomfort for you.
- Smooth locomotion (thumbstick walking)
- Vehicle acceleration or deceleration
- Strafing or lateral movement
- Vertical movement (elevators, flying up/down)
- Camera shake or head-bob
- Rapid turning (snap or smooth)
How willing are you to try experimental comfort settings in new VR games?
After roughly how many minutes of smooth locomotion does discomfort typically begin?
- I don't experience discomfort from smooth locomotion
- Less than 5 minutes
- 5–15 minutes
- 16–30 minutes
- 31–60 minutes
- More than 60 minutes
How do you handle IPD (inter-pupillary distance / lens spacing) on your headset?
- Adjust every session
- Set once, rarely change
- Auto-IPD on my device
- My device lacks hardware IPD adjustment
- Not sure what IPD is
What’s included
AI follow-ups
Adaptive probes on open-ended answers that pull out detail a static form would miss.
Attention checks
Built-in safeguards against rushed answers and low-quality respondents.
AI-drafted copy
Wording, ordering, and branching written by the AI — tuned to your research goal.
Auto report
Themes, quotes, and a plain-English summary write themselves once responses come in.
Frequently asked questions
What questions are in the “VR Motion Sickness & Comfort Technique Assessment” template?
The template includes 29 ready-to-use questions, starting with: “Welcome to the VR Motion Sickness & Comfort Survey. This survey explores your VR usage patterns, comfort and discomfort…” · “In the last 30 days, how often did you use VR?” · “Overall, how susceptible to motion sickness are you when using VR?”. The full set is previewed above, and every question is editable.
How long does this survey take to complete?
Respondents typically finish the 29 questions in about 12 minutes.
Can I customize this template?
Yes — every question, answer option, and the ordering is editable before you launch. You can add or remove questions, or ask the AI editor to rework the survey around your research goal.
Is this template free to use?
Yes. Open it in the editor and start customizing right away — no account required to try it, and the free plan covers launching your survey.
Ready to launch?
Open this template in the editor. Every part is yours to change before the first respondent sees it.
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