Effects of Virtual Reality on Adult Health: A Comprehensive Report

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Effects of virtual reality on health of adults with or without
eyesight
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Table of Contents
Chapter 1: Problem Explanation......................................................................................................3
1.0 Introduction............................................................................................................................3
Rationale......................................................................................................................................3
Chapter 2: Literature Review...........................................................................................................4
2.0 Introduction............................................................................................................................4
2.1 Health impacts of virtual reality on individual health...........................................................4
2.2 Overcoming the health impacts of VR..................................................................................4
2.3 Literature Gap........................................................................................................................4
2.4 Summary................................................................................................................................5
Chapter 3: Research Methodology..................................................................................................6
3.1Introduction.............................................................................................................................6
3.2Research Questions.................................................................................................................6
3.3Research Approach.................................................................................................................6
3.4Data Collection Techniques....................................................................................................6
3.5Sampling Technique...............................................................................................................6
3.6Time Line................................................................................................................................6
Ethical Consideration...................................................................................................................7
Reference List..................................................................................................................................8
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Chapter 1: Problem Explanation
1.0 Introduction
The development of Virtual Reality (VR) is considered as a paradigm shift in the technological
advancements. However, with the usage of VR, noticeable challenges were seen in the health of
adults with or without eyesight. With the use of this, the users are easily able to immerse
themselves in the virtual world and gain a personalised experience. However, it might have
immense impact on the health of the individuals especially their eyesight. It was observed that
most of the individuals making use of VR suffered from myopia. Besides this, individuals have
also reported of headaches, eyestrain, and nausea. This mainly happens due to the increase in
usage of VR technologies that tends to hamper the eye-brain connectivity. During the process of
usage of VR, it was noted that individuals often trick their brain by contracting their eye muscles,
whereas, in reality the object is only a few centimetres away from the eyes.
Rationale
What is the issue?
The issue that will be identified in the study is related to the negative impacts of VR on the
health conditions of individuals.
Why is the issue?
The reason for the issue to emerge is the development of advanced technologies. However, VR
has the most significant impact on the eyesight of individuals, making them prone to myopia.
What is the issue now?
In the recent time, it is noted that VR affects the health of individuals, with or without eyesight.
As a result, the certain remedies will be provided in the course of the study to overcome the
negative impacts (Sherman and Craig, 2018).
How will this study shed light on this issue?
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The study will aid the researcher to understand the main reasons for the issues to develop
amongst the individuals. As a result, it allows the individuals with enough scope to overcome the
issue and maintain their health conditions.
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Chapter 2: Literature Review
2.0 Introduction
This section of the study analyses the research topic and outlines the impact of VR technologies
on the health of adult individuals with or without eyesight. This section will help to understand
the ways in which individuals are affected by the excessive use of VR. Moreover, the different
types of health complications are analysed in the course of the study.
2.1 Health impacts of virtual reality on individual health
The use of VR technologies by individuals can often prove to be threatening in terms of
degrading their health condition. It is noted that individuals develop a tendency to become
anxious at small instances. According to Jung et al. (2016), VR technologies allows individuals
to be immersed in the content that they are viewing. As a result, the stress on their eyes increases
thus leading to myopia. Besides this, dizziness and nausea are two of the major health issues that
affect individual health. Moreover, in the words of Diemer et al. (2015), it was observed that
individuals are exposed to high level of radiation during their usage of VR technologies. The
radiation can be regarded highly damaging in terms of imposing threats to the human
reproductive system.
2.2 Overcoming the health impacts of VR
It is important for the individuals to ensure that they are dealing with the health issues of VR in
terms of its usage. One of the techniques that can provide remedy to reduction of health impacts
is having a large Field of Vision (FOV). This helps the individuals to gain a better experience of
their VR usage and it helps to minimise the impacts on the eyes (cnbc.com, 2016). Besides this,
it is important for the individuals make use of VR as well as AR (Augmented Reality). It will
allow the viewers to see the real world alongside viewing the images that have been portrayed on
the VR technology.
2.3 Literature Gap
After gathering relevant literary sources, it is important to understand that there is a gap in the
literature that has been gathered. Therefore, there are certain areas that have not been explored
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by the researcher. Other issues and remedies could have been identified; however, this creates a
gap in the literature.
2.4 Summary
From the above discussion, it can be concluded that excessive use of VR technologies might lead
to hampering the eyesight of the individuals. Therefore, the section of literature review helps the
researcher to understand the correct usage of VR technologies and minimise the harmful impact
of VR on individual health.
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Chapter 3: Research Methodology
3.1Introduction
This section helps to understand the approach that is deployed by the researcher to conduct their
research. This will help the researcher to select data collection techniques that will be applicable
in the course of the research.
3.2Research Questions
What are the effects of using VR technologies on the adult health with or without eyesight?
3.3Research Approach
The use of deductive research approach will be used, as the researcher has looked to gather
secondary information for completing their research in an appropriate manner. The researcher
has made use of existing theories for developing the quality of the research (Flick, 2015). This
will help to enhance the research outcomes and will allow the researcher to complete the
research in an authentic manner.
3.4Data Collection Techniques
The data that will be collected will be taken from different sources of literature that will allow
the researcher to gain an insight on the same. This will help the researcher to understand the
topic in an authentic manner.
3.5Sampling Technique
The sampling technique that will be selected is non-probability-sampling technique. This is
ideally used in case of secondary research.
3.6Time Line
Name of Activity Start Date Duration End Date
Identification of Issues 15.7.19 4 19.7.19
Analysis of Research Domain 19.7.19 4 23.7.19
Identification of correct research technique 23.7.19 2 25.7.19
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Collection of Data from different resources 25.7.19 10 4.8.19
Collating and Validation of Collected Data 4.8.19 2 6.8.19
Analysis of Data 6.8.19 8 14.8.19
Compilation of Project 14.8.19 5 19.8.19
Project Submission and Post Evaluation 19.8.19 5 24.8.19
Table 1: WBS
Identification of Issues
Analysis of Research Domain
Identification of correct research technique
Collection of Data from different resources
Collating and Validation of Collected Data
Analysis of Data
Compilation of Project
Project Submission and Post Evaluation
24.6.19 4.7.19 14.7.19 24.7.19 3.8.19 13.8.19 23.8.19 2.9.19
Figure 1: Gantt chart
Ethical Consideration
During the course of the research, the researcher should make certain ethical considerations that
will help them to safeguard the data and information of the individuals involved in the project.
With the help of this, they will be able to provide authenticity in terms of the project completion.
The researcher looks to make use of the General Data Protection Act of 2018 that permits them
to keep the information under safe and secure environment (eugdpr.org, 2019).
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Reference List
cnbc.com, 2016. Virtual reality: Are health risks being ignored?. [online] Available at:
https://www.cnbc.com/2016/01/08/virtual-reality-are-health-risks-being-ignored-
commentary.html [Accessed 2 Jul. 2019].
Diemer, J., Alpers, G.W., Peperkorn, H.M., Shiban, Y. and Mühlberger, A., 2015. The impact of
perception and presence on emotional reactions: a review of research in virtual reality. Frontiers
in psychology, 6, p.26.
eugdpr.org, 2019. EUGDPR – Information Portal. [online] Available at: https://eugdpr.org/
[Accessed 2 Jul. 2019].
Flick, U., 2015. Introducing research methodology: A beginner's guide to doing a research
project. Sage.
Jung, T., tom Dieck, M.C., Lee, H. and Chung, N., 2016. Effects of virtual reality and augmented
reality on visitor experiences in museum. In Information and communication technologies in
tourism 2016 (pp. 621-635). Springer, Cham.
Sherman, W.R. and Craig, A.B., 2018. Understanding virtual reality: Interface, application, and
design. Morgan Kaufmann.
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