Virtual Reality (VR) is increasingly used across diverse domains and extends beyond recreational and entertainment purposes. The use of VR can have many positive effects. However, the occurrence of...Show moreVirtual Reality (VR) is increasingly used across diverse domains and extends beyond recreational and entertainment purposes. The use of VR can have many positive effects. However, the occurrence of cybersickness during VR experiences can impede the benefits and usage of VR. Understanding demographic factors that influence the currency of cybersickness is crucial for the implementation of VR. While much is known about cybersickness and the role of gender and age among adults, there is not much scientific knowledge regarding children and adolescents. The aim of this study is to investigate whether gender or age play a role in experiencing cybersickness among children and adolescents aged 8 to 17. Children and adolescents had to participate in VR tasks. After they participated in these tasks, they reported how much symptoms of cybersickness occurred before and after the VR use. This was assessed with a self-report questionnaire. A cumulative score was formed to measure overall cybersickness for each participant. Comparative analyses were performed across different gender and age categories using non-parametric tests due to violations of parametric assumptions. Results indicated no significant effects of gender on the experience of cybersickness, and similarly, age did not have a significant relation with the experience of cybersickness. The interaction between gender and age on cybersickness could not be assessed using non-parametric tests. In conclusion, based on this study, there is no relationship between gender or age and how many cybersickness a child or adolescent experiences during VR activities. Further research is needed to explore potential contributing factors and refine strategies to minimize cybersickness in this demographic.Show less