BackgroundCybersickness reflects interactions between system (hardware and software) properties and user characteristics. Although motion sickness susceptibility is a known predictor, individual differences including transient and enduring health, psychological, and personality factors have rarely been examined and never simultaneously.MethodParticipants (N = 252) were exposed to one of five VR games. Cybersickness was assessed using self-reported symptoms (Simulator Sickness Questionnaire; SSQ) and tolerance (time in VR). Hierarchical regression models evaluated whether health, psychological functioning (affective state, psychological distress), and personality predicted outcomes after accounting for game, sex, and motion sickness susceptibility.ResultsFatigue, pain sensitivity, and sex were key predictors of symptom severity: higher fatigue, greater pain sensitivity, and female sex were associated with higher SSQ scores. Motion sickness susceptibility and agreeableness predicted reduced tolerance. Final models explained 29.3% of variance in SSQ and 23.8% in tolerance.ConclusionCybersickness reflected established stimulus and susceptibility factors as well as outcome-specific user characteristics: health-related factors and sex were associated with symptom severity; susceptibility and agreeableness were associated with tolerance.ApplicationUser state (e.g., fatigue), sex, motion sickness susceptibility, and tolerance-related individual differences should be considered in the design and deployment of immersive systems to improve comfort and support sustained VR use.