Mind the Gap: The Underrepresentation of Female Participants and Authors in Virtual Reality Research
Tabitha C. Peck, Laura E. Sockol, Sarah M. Hancock
Abstract
A common goal of human-subject experiments in virtual reality (VR) research is evaluating VR hardware and software for use by the general public. A core principle of human-subject research is that the sample included in a given study should be representative of the target population; otherwise, the conclusions drawn from the findings may be biased and may not generalize to the population of interest. In order to assess whether characteristics of participants in VR research are representative of the general public, we investigated participant demographic characteristics from human-subject experiments in the Proceedings of the IEEE Virtual Reality Conferences from 2015-2019. We also assessed the representation of female authors. In the 325 eligible manuscripts, which presented results from 365 human-subject experiments, we found evidence of significant underrepresentation of women as both participants and authors. To investigate whether this underrepresentation may bias researchers' findings, we then conducted a meta-analysis and meta-regression to assess whether demographic characteristics of study participants were associated with a common outcome evaluated in VR research: the change in simulator sickness following head-mounted display VR exposure. As expected, participants in VR studies using HMDs experienced small but significant increases in simulator sickness. However, across the included studies, the change in simulator sickness was systematically associated with the proportion of female participants. We discuss the negative implications of conducting experiments on non-representative samples and provide methodological recommendations for mitigating bias in future VR research.
Ask about this paper
Ask your agent about it.
Lune has read the top-tier papers around this one, so every answer names the papers it rests on.
Your agent calls
Lunesearch_papers
Free to start. No credit card required.
Terminal
Install the CLIlune papers get 3b3929f9-3ab3-4397-b32a-b8c38d3ed409Cited by top-tier papers7
- You're Making Me Sick: A Systematic Review of How Virtual Reality Research Considers Gender & CybersicknessCayley MacArthur, Arielle Grinberg, Daniel Harley, Mark HancockCHI 2021 · 82 citations
- Who Are Virtual Reality Headset Owners? A Survey and Comparison of Headset Owners and Non-OwnersJonathan W. Kelly, Lucia A. Cherep, Alex F. Lim, Taylor A. Doty et al.IEEE VR 2021 · 51 citations
- Audience Experiences of a Volumetric Virtual Reality Music VideoGareth W. Young, Néill O'Dwyer, Matthew Moynihan, Aljosa SmolicIEEE VR 2022 · 18 citations
- RedirectedDoors+: Door-Opening Redirection with Dynamic Haptics in Room-Scale VRYukai Hoshikawa, Kazuyuki Fujita, Kazuki Takashima, Morten Fjeld et al.IEEE VR 2024 · 12 citations
- Traversing Dual Realities: Investigating Techniques for Transitioning 3D Objects between Desktop and Augmented Reality EnvironmentsTobias Rau, Tobias Isenberg, Andreas Köhn, Michael Sedlmair et al.CHI 2025 · 8 citations
Related papers
- A Large-Scale Quantitative Analysis of Avatars in VR and ARNatalie Hube, Alexander Achberger, Michael SedlmairIEEE VR 2026
- The Impact of Environment Design Bias on Working MemoryJack A. Schwanewede, Alice A. Guth, Tabitha C. PeckIEEE VR 2025 · 4 citations
- A Critical Assessment of the Use of SSQ as a Measure of General Discomfort in VR Head-Mounted DisplaysTeresa Hirzle, Maurice Cordts, Enrico Rukzio, Jan Gugenheimer et al.CHI 2021 · 65 citations
- This Lecture Makes Me Sick: On Confounding Factors Influencing the Simulator Sickness Questionnaire (SSQ)Tim WeisskerIEEE VR 2026
- Comparative Evaluation of the Effects of Motion Control on Cybersickness in Immersive Virtual EnvironmentsRoshan Venkatakrishnan, Rohith Venkatakrishnan, Ayush Bhargava, Kathryn M. Lucaites et al.IEEE VR 2020 · 6 citations
