  Research suggests that the duration of a VR session modulates the presence
and intensity of VRISE, but there are no suggestions regarding the appropriate
maximum duration of VR sessions. The implementation of high-end VR HMDs in
conjunction with ergonomic VR software seems to mitigate the presence of VRISE
substantially. However, a brief tool does not currently exist to appraise and
report both the quality of software features and VRISE intensity
quantitatively. The VRNQ was developed to assess the quality of VR software in
terms of user experience, game mechanics, in-game assistance, and VRISE. Forty
participants aged between 28 and 43 years were recruited (18 gamers and 22
non-gamers) for the study. They participated in 3 different VR sessions until
they felt weary or discomfort and subsequently filled in the VRNQ. Our results
demonstrated that VRNQ is a valid tool for assessing VR software as it has good
convergent, discriminant, and construct validity. The maximum duration of VR
sessions should be between 55-70 minutes when the VR software meets or exceeds
the parsimonious cut-offs of the VRNQ and the users are familiarized with the
VR system. Also. the gaming experience does not seem to affect how long VR
sessions should last. Also, while the quality of VR software substantially
modulates the maximum duration of VR sessions, age and education do not.
Finally, deeper immersion, better quality of graphics and sound, and more
helpful in-game instructions and prompts were found to reduce VRISE intensity.
The VRNQ facilitates the brief assessment and reporting of the quality of VR
software features and/or the intensity of VRISE, while its minimum and
parsimonious cut-offs may appraise the suitability of VR software. The findings
of this study contribute to the establishment of rigorous VR methods that are
crucial for the viability of immersive VR as a research and clinical tool.

Human-Computer Interaction;Computers and Society;Multimedia