“…Many individual characteristics (or human factors) are suggested as modulating and/or moderating the appearance of cybersickness symptoms, for example, age (Jasper et al, 2023), the experience of video games and other virtual practices (Howarth and Hodder, 2008;Maneuvrier et al, 2020;2022;Kourtesis et al, 2023), and obviously the sense of presence (Weech et al, 2019;Maneuvrier et al, 2020;2022). Sense of presence is the qualia "of being there" (Heeter, 1992;Sheridan, 1992), essential to the ecological use of VR (Parsons, 2015;Cummings and Bailenson, 2016).…”