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Virtual reality is safe for almost the entire workforce when deployed wisely. The risks of virtual reality in the workplace center on four areas: motion sickness, eye strain, collisions with the environment, and hygiene concerns related to headsets being passed from person to person.
None of these are a mystery, and all can be managed with a simple protocol. This guide explains each risk, what the evidence says, and how to set up a deployment that will pass a review by the occupational safety and health department.
Virtual reality motion sickness, or cyber sickness, is the most common complaint. It occurs when what your eyes see does not match what your inner ear senses. The brain receives conflicting signals and responds with nausea, sweating, headache, or drowsiness (known as “sopite” syndrome).
How common is it? It depends heavily on the content and the headset. The scientific literature reports figures ranging from 20% to 95% of users experiencing some symptoms, almost always mild. Vomiting is rare: around 1% during long, highly immersive sessions.
A key point for planning: about 5% of people cannot tolerate prolonged exposure, even if the headset operates at 90 Hz.
The main trigger is vection: the sensation of moving when you’re actually still. A study published in *Frontiers in Virtual Reality* (2022) identified unexpected vection as the best predictor of cyber sickness.
The other major factor is technical. Latency—that is, the delay between when you move your head and when the image responds—causes disorientation in a matter of milliseconds. The higher the refresh rate and the lower the latency, the fewer symptoms you’ll experience.
To reduce it in practice:
A headset weighs between 500 and 600 grams. That doesn’t sound like much until you’ve been wearing it for 45 minutes—that’s when neck strain sets in. Limit session lengths, distribute the weight with a rear-adjustable strap, and schedule breaks.
Eye strain is similar to that caused by any screen. Adjust the interpupillary distance properly, ensure the room is well-lit, and follow the same break schedule you already use for computer workstations.
Anyone wearing a headset can’t see the room. A cable, a chair, or a classmate can become a tripping hazard.
Mark off a clear area, enable the headset’s boundary system, and have someone supervise the first few sessions. For group training, mark off zones on the floor and prevent two moving people from sharing the same space.
Manufacturers include a standard warning: approximately 1 in every 4,000 people may experience severe dizziness, seizures, or fainting in response to certain flashes or light patterns, most commonly in people under 20 years of age.
The medical literature (Tychsen and Thio, 2020) does not support the notion that modern headsets pose a real risk of photosensitive epilepsy, and high refresh rates reduce that risk compared to older displays. Even so, the recommendation stands: anyone with a history of seizures should consult their doctor before using VR.
A company-owned headset is used by dozens of people. Sweat and makeup accumulate on the face, forehead, and headrest.
Establish a simple routine: a quick wipe-down between users, a thorough cleaning at the end of the session, and disposable covers for heavy use. This is the most commonly overlooked aspect and the first thing to be flagged during an audit. At VR Expert, you’ll find the hygiene accessories you need to take care of this.
There is still no specific regulation for VR headsets in the workplace, so you must rely on the general framework.
Law 31/1995 on Occupational Risk Prevention requires you, as a company, to assess risks and protect the health of your staff. Royal Decree 488/1997, on display screens, is the closest reference: it requires assessing risks to eyesight, providing health monitoring (eye exams), and training and informing employees before they begin.
An important caveat: a VR headset is not legally considered a display screen under Royal Decree 488/1997. Treat it as an analogous framework and base your protocol on the general obligations of Law 31/1995, including risk assessment, information, training, and health monitoring.
At the European level, EU-OSHA published a document in July 2024 on workers’ exposure to virtual and augmented reality. Its conclusion is candid: standards are still lacking, and more data on prolonged exposure is needed. It’s worth keeping an eye on their publications.
Before turning on the first headset:
For most people, yes. With gradual exposure, the body adapts within a few sessions. Start with mild experiences and gradually increase the intensity.
To start, between 10 and 15 minutes with breaks. Neck and eye strain tend to occur after 45 minutes of continuous use.
Almost everyone. People with epilepsy, balance issues, or who are pregnant should consult their doctor first, and no one should feel obligated to continue if they experience any discomfort.
Are you planning to roll out virtual reality at your company? At VR Expert, we set up, manage, and support fleets of headsets for European companies, complete with hygiene accessories and equipment testing before purchase. Contact us, and we’ll set up a safe, customized deployment for you.
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João Noronha is an XR and Immersive Content Specialist at VR Expert, with a strong interest in emerging technologies and their real-world applications. He focuses on turning complex developments in VR, AR, AI glasses, and immersive technology into clear, practical content for businesses and professionals exploring the XR industry.