Proceedings of the 2026 3rd International Conference on Public Relations and Media Communication (PRMC 2026)

2026 3rd International Conference on Public Relations and Media Communication (PRMC 2026)

📍Kunming, China🗓️ 12-14 June 2026

Player Fatigue Caused by Visual and Motion Design in High-Immersion VR Games and Optimization Strategies

Authors
Haoge Yan1, Mingjie Zhang2, *
1Shenzhen Art High School, Shenzhen, 518035, China
2International Department of Xuzhou No. 1 Middle School, Xuzhou, 221000, China
*Corresponding author. Email: zhangmingjie6666@outlook.com
Corresponding Author
Mingjie Zhang
Available Online 4 September 2026.
DOI
10.2991/978-2-38476-609-3_65How to use a DOI?
Keywords
VR; visual design; sports design; fatigue analysis
Abstract

With the gradual popularization of virtual reality technology, high immersion VR games have become an important development direction of the game industry with a strong sense of substitution. The physiological and cognitive fatigue caused by long-time experience of players has become an important constraint to the sustainable development of the industry. This paper selects three representative highly immersive VR works of black Myth: Monkey King VR version, horizon: Call of the mountains and biochemical crisis 4 VR version as the research object, and uses the case analysis method to analyze their advantages and disadvantages from two aspects of visual presentation design and role sports design, so as to explore the mechanism of relevant design on players’ physiological reactions such as visual acid, dizziness and cognitive states such as attention exhaustion and mental burnout. The research shows that high-precision picture rendering, strong light contrast, lack of buffer in motion transition, and lack of rationality in perspective arrangement are the key inducements to induce players’ fatigue. The fatigue effects of games with different themes on the design of short boards show obvious differences. Therefore, according to the above research conclusion, integrating the existing relevant academic achievements, the optimization path of VR game design is systematically summarized.

Copyright
© 2026 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2026 3rd International Conference on Public Relations and Media Communication (PRMC 2026)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
4 September 2026
ISBN
978-2-38476-609-3
ISSN
2352-5398
DOI
10.2991/978-2-38476-609-3_65How to use a DOI?
Copyright
© 2026 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Haoge Yan
AU  - Mingjie Zhang
PY  - 2026
DA  - 2026/09/04
TI  - Player Fatigue Caused by Visual and Motion Design in High-Immersion VR Games and Optimization Strategies
BT  - Proceedings of the 2026 3rd International Conference on Public Relations and Media Communication (PRMC 2026)
PB  - Atlantis Press
SP  - 611
EP  - 618
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-609-3_65
DO  - 10.2991/978-2-38476-609-3_65
ID  - Yan2026
ER  -