Jurnal Sistem Informasi dan Informatika (SIMIKA)
Vol. 9 No. 2 (2026): Jurnal Sistem Informasi dan Informatika (Simika)

ANALISIS STATISTIK PENGUKURAN DINI CYBERSICKNESS MENGGUNAKAN SIMULATOR SICKNESS QUESTIONNAIRE (SSQ) DENGAN STIMULUS VIDEO GAME 3D “MIRROR EDGE”

Alfi Zuhriya Khoirunnisaa (Universitas Muhammadiyah Gresik)
Bagas Diki Saputra (Universitas Muhammadiyah Gresik)



Article Info

Publish Date
11 Aug 2026

Abstract

Cybersickness arises from prolonged 3D visual exposure, marked by nausea, dizziness, eye strain, and imbalance. To detect its early onset, the Simulator Sickness Questionnaire (SSQ) was applied using the 3D game Mirror’s Edge as stimulus in two scenarios: active game playing and passive watching. The exposure duration was set to 20 minutes because previous studies indicate that cybersickness symptoms generally begin to appear after approximately more than 10 minutes like feel immersive or exposure in Virtual Reality. The average SSQ scores for active game playing were pre-SSQ = 161.18 and post-SSQ = 553.56 (9 subjects), while the average SSQ scores for passive watching were pre-SSQ = 79.98 and post-SSQ = 1144.8 (4 subjects). Based on the SSQ results, it can be concluded that all research subjects experienced an increase in cybersickness symptoms. SSQ’s score from passive watching is higher than SSQ’s score active game playing. This provides evidence of sensory conflict occuring. To enhance data validity, statistical tests were conducted using the Shapiro–Wilk test and paired t-test. The statistical results for the active game playing scenario showed p > 0.11 (p-value > 0.05) for the Shapiro–Wilk test and p-value < 0.005774 (α = 0.05) for the paired t-test. Meanwhile, for the passive watching scenario, the statistical test results indicated p-value > 0.100 for the Shapiro–Wilk test and p-value < 0.034 (α = 0.05) for the paired t-test. From both statistical tests, it can be concluded that all data were normally distributed and there was a highly significant difference between pre-stimulus and post-stimulus conditions. Thus, the designed research scenarios can be considered to have high validity. These results can serve as a reference for game developers and VR designers in developing adaptive motion systems, reducing excessive visual motion, and implementing appropriate exposure duration limits to improve user comfort and safety. Furthermore, the findings may assist VR users in recognizing early cybersickness symptoms and adopting preventive strategies such as periodic rest intervals during prolonged gameplay sessions.

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Journal Info

Abbrev

jsii

Publisher

Subject

Computer Science & IT Control & Systems Engineering

Description

Jurnal Sistem Informasi dan Informatika aims to provide scientific literature specifically on studies of applied research in information systems (IS), information technology (IT) and public review of the development of theory, method, and applied sciences related to the ...