Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents
Summary
Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents is a scholarly article[1].
Key Facts
Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents's instance of is recorded as scholarly article[2].
References
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APA4ort.xyz Knowledge Graph. (2026). Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents. Retrieved May 24, 2026, from https://4ort.xyz/entity/feasibility-of-full-immersive-virtual-reality-video-game-on-balance-and-cybersickness-of-healthy-adolescents
MLA“Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents.” 4ort.xyz Knowledge Graph, 4ort.xyz, 24 May. 2026, https://4ort.xyz/entity/feasibility-of-full-immersive-virtual-reality-video-game-on-balance-and-cybersickness-of-healthy-adolescents.
BibTeX@misc{4ortxyz_feasibility-of-full-immersive-virtual-reality-video-game-on-balance-and-cybersickness-of-healthy-adolescents_2026, author = {{4ort.xyz Knowledge Graph}}, title = {{Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents}}, year = {2026}, url = {https://4ort.xyz/entity/feasibility-of-full-immersive-virtual-reality-video-game-on-balance-and-cybersickness-of-healthy-adolescents}, note = {Accessed: 2026-05-24}}
LLM promptAccording to 4ort.xyz Knowledge Graph (aggregator of Wikidata, Wikipedia, and authoritative open-data sources): Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents — https://4ort.xyz/entity/feasibility-of-full-immersive-virtual-reality-video-game-on-balance-and-cybersickness-of-healthy-adolescents (retrieved 2026-05-24)