By way of sampling information, participants completed questionnaires including sociodemographic and their general utilization of new technologies. Participants were also asked how often they use a smartphone, a computer, virtual reality, and play video games. In addition, they were asked to indicate how familiar they are with virtual reality on a 10-point scale ranging from 1 = “strongly disagree” to 10 = “strongly agree”.
The Motion Sickness Susceptibility Questionnaire (MSSQ; Golding 1998 (link)) assesses the level of motion sickness experienced during various transportation-related activities and other activities. It contains 9 categories of possible experiences that elicit motion sickness (e.g., cars, buses, swings, funfairs). Each item is rated on a 5-point scale ranging from 1 = “never” to 5 = “always”.
The Immersive Tendencies Questionnaire (ITQ; Witmer and Singer 1998 (link)) assesses one’s tendency to shut out external distractions in order to focus on different tasks in daily life. The French version (Robillard et al. 2002 ) contains 18 items where participants rate their level of agreement on a 7-point scale. Four dimensions are derived: focus (i.e., the tendency to maintain focus on current activities), involvement (i.e., the tendency to become involved in activities), emotion (i.e., the ease of feeling intense emotions evoked by the activity), and game (i.e., the tendency to play video games).