Usability of an Immersive Virtual Playground: Enjoyment, Authenticity, Effort and Cybersickness

Adina Houldin, Sarina Goldstand, Eynat Gal, Patrice L. Tamar Weiss, Yotam Bahat, Doron Weiss, Adva Moran, Noa Yigal

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review


Immersive virtual reality systems have the potential to provide users with an engaging and ecologically valid environment in which to practice motor and cognitive skills. The purpose of this study was to evaluate the usability of a virtual playground for three age groups (children, young adults, and older adults) who performed three tasks within an immersive virtual playground. All participants had an overall positive experiences and minimal cybersickness while playing in the virtual playground although there were some key differences between them.

Original languageEnglish
Title of host publicationICVR 2019 - International Conference on Virtual Rehabilitation
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781728112855
StatePublished - Jul 2019
Event2019 International Conference on Virtual Rehabilitation, ICVR 2019 - Tel Aviv, Israel
Duration: 21 Jul 201924 Jul 2019

Publication series

NameInternational Conference on Virtual Rehabilitation, ICVR
ISSN (Electronic)2331-9569


Conference2019 International Conference on Virtual Rehabilitation, ICVR 2019
CityTel Aviv

Bibliographical note

Funding Information:
ACKNOWLEDGMENTS The authors thank Rana Abbas, Shulamit Bamberger, Ora Coehn, Naama Reichman, Naama Rubin, and Odelia Spiegel who helped with data collection and analysis. Author AH is grateful to the Azrieli Foundation for the award of an Azrieli Post-doctoral Fellowship.

Publisher Copyright:
© 2019 IEEE.


  • Immersive VR
  • age
  • effort
  • enjoyment
  • side effects

ASJC Scopus subject areas

  • Electrical and Electronic Engineering
  • Computer Networks and Communications


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