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NCT Number: NCT07247773

Turkish Adaptation of the CSQ-VR

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.

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Key information

Conditions

Age range

18 year–30 year

Sex eligibility

All sexes

Study type

Observational

Primary location

Abant Izzet Baysal University Faculty of Health Science

Bolu, 14100, Turkey (Türkiye)

Location status: Recruiting

Location contact

ENES T Benli

CONTACT

[email protected]

+905387359268

Ramazan Kurul

SUB_INVESTIGATOR

About this study

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.

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

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

Treatment and study plan

Primary outcomes

  1. Cybersickness in Virtual Reality Questionnaire

    Time frame: Immediately 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 outcomes

  1. Simulator Sickness Questionnaire

    Time frame: Immediately 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).

Sponsors and collaborators

Lead sponsor

Abant Izzet Baysal University

Other

Registry information

Official study title

Turkish Validity and Reliability of CyberSickness in Virtual Reality Questionnaire

Important dates

Study start
2025
Primary completion
2027
Study completion
2028
First posted
Nov 25, 2025
Registry last updated
May 11, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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