{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,10]],"date-time":"2026-03-10T00:30:28Z","timestamp":1773102628153,"version":"3.50.1"},"reference-count":60,"publisher":"MDPI AG","issue":"2","license":[{"start":{"date-parts":[[2023,1,23]],"date-time":"2023-01-23T00:00:00Z","timestamp":1674432000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"funder":[{"name":"Department of Psychology (Faculty of Social Sciences) of the Norwegian University of Science and Technology"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["MTI"],"abstract":"<jats:p>Virtual reality (VR) presents numerous opportunities for training skills and abilities through the technology\u2019s capacity to simulate realistic training scenarios and environments. This can be seen in how newer research has emphasized how VR can be used for creating adaptable training scenarios. Nevertheless, a limited number of studies have examined how personality traits can influence the training effectiveness of participants within VR. To assess individual preferences in a virtual environment, the current study examines the associations of Big Five personality traits with training effectiveness from VR, as well as sense of presence and cybersickness. Our results show that traits of high agreeableness and low conscientiousness are predictors of training transferability in the VR environment in relation to the real world. Furthermore, the results also showed that trainees experiencing higher levels of cybersickness incurred worse training outcomes.<\/jats:p>","DOI":"10.3390\/mti7020011","type":"journal-article","created":{"date-parts":[[2023,1,24]],"date-time":"2023-01-24T01:29:45Z","timestamp":1674523785000},"page":"11","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":17,"title":["Association of the Big Five Personality Traits with Training Effectiveness, Sense of Presence, and Cybersickness in Virtual Reality"],"prefix":"10.3390","volume":"7","author":[{"given":"Sebastian Oltedal","family":"Thorp","sequence":"first","affiliation":[{"name":"Department of Psychology, NTNU\u2014Norwegian University of Science and Technology, 7034 Trondheim, Norway"}]},{"given":"Lars Morten","family":"Rimol","sequence":"additional","affiliation":[{"name":"Department of Psychology, NTNU\u2014Norwegian University of Science and Technology, 7034 Trondheim, Norway"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-4189-7585","authenticated-orcid":false,"given":"Simone","family":"Grassini","sequence":"additional","affiliation":[{"name":"Department of Social Studies, University of Stavanger, 4021 Stavanger, Norway"}]}],"member":"1968","published-online":{"date-parts":[[2023,1,23]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","first-page":"101122","DOI":"10.1016\/j.aei.2020.101122","article-title":"A research agenda for augmented and virtual reality in architecture, engineering and construction","volume":"45","author":"Delgado","year":"2020","journal-title":"Adv. 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