Your brain isn’t ready for virtual reality

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Excerpt from this article:

After years of wide-eyed promises and hyperbolic speculation, the dawn of virtual reality is finally upon us.

While gamers and enthusiasts might be filled with joy, the risks of VR have been greatly understated. The staggering amount of a time a modern American spends in virtual worlds—either through a television or computer or smartphone—is making us gradually more anxious and a depressed.

Early adopters and developers of VR content and hardware reported “virtual reality sickness”—a form of motion sickness caused by the disconnect between an immersive visual world that simulates movement and action and a body that is typically static. Oculus founder Palmer Luckey recently described the jump between VR and the real world as no more a mental shift than leaving a movie theater, but the many threads, mods, and websites solely devoted to calming the VR-fueled mind and body would say otherwise. Samsung and Oculus even warn users to take ten minute breaks every thirty minutes and ask them to avoid driving or operating heavy machinery if such effects last long after they’ve left the virtual world.