VR Motion Sickness in Training: Who's at Risk, What Helps

VR motion sickness is not about gender or age. It is about headset fit and locomotion design. What the research shows and how to run a safer first session.

Łukasz Kamiński 6 min read
Trainee adjusting the fit of a VR headset before a training session

Frequently asked questions

What is VR motion sickness?
It's the nausea, dizziness or disorientation some people feel in VR, caused by a mismatch between what the eyes see and what the inner ear feels. It doesn't affect everyone, and when it does, the biggest drivers are headset fit and how the scenario handles movement, not something inherent to the person.
Are women more likely to get VR motion sickness than men?
The evidence points to headset fit, not gender. A 2020 study found women whose interpupillary distance (IPD) could not be properly adjusted had significantly worse and longer-lasting symptoms, while women with a correct IPD fit recovered similarly to men.
Are older employees more at risk of cybersickness?
A 2023 study of 75 participants aged 21 to 86 found no significant correlation between age and cybersickness scores. Symptoms did increase with repeated exposure within a session, but that increase was independent of age.
Does VR motion sickness go away with practice?
Yes, for most people. A 2025 study found participants who did short VR sessions across several days had significantly lower cybersickness by the final session than a group with a single, one-off exposure — a pattern researchers call cybersickness abatement from repeated exposure.
What single setting reduces VR motion sickness the most?
Locomotion method. Teleportation-based movement produced the lowest cybersickness ratings in a 2025 comparison, controller-based movement was intermediate, and continuous foot-based locomotion produced the highest ratings, even though it felt the most natural to walk with.

About the author

Łukasz Kamiński

Łukasz Kamiński

Co-founder, Head of VR Products | OHS & fire safety expert

Firefighter and co-founder of EHS VR. He writes the scenarios behind our VR training applications and leads their product development, drawing on hands-on expertise in occupational safety, fire protection and first aid consulting.