Usually when numbers are presented that way it's because there are many studies they looked at. So I presume there was one study showing a rate of 40%, another showing 70% and the rest of the studies fell somewhere in between those two extremes, with differences likely due to types of games, types of systems, and any number of other factors, including chance. They could have just averaged all the studies and quoted a number like 55% for example, but I think the other way actually paints a better picture of the data. It's still possible they're full of shit, but just presenting the numbers like that doesn't mean they're pulling it out of their ass.
Yeah, if those numbers are anywhere near accurate I have had a significant outlier in my demos to the public so far. I have had less than 5% of the hundreds of people even get mildly nauseous. To get numbers like they are, I would have to cherry pick the worst possible experiences and not prep anyone at all.
"VR" doesn't make most people throw up, being a terrible host might, but honestly even in that scenario I find their numbers hard to believe. Considering at least 30% of people are completely immune to it and don't even need to be eased in at all. And another 30% would take a few hours of worst case scenario to get to a point where throwing up is even on the table. So unless they are specifically trying to provoke the worst possible response, their numbers aren't even possible.
I wish more people who thought they couldn't handle VR had come to me first. Or any responsible host.
This isn't even lies, damned lies, and statistics territory - it's just nothing. I know VR motion sickness exists (I still get it even after an uncomfortable amount of time in SteamVR sometimes) but that's... that's not anything
There's also different levels of VR. I can get sick with 3 degrees of freedom (pitch, yaw, and roll) if I move around with it on. But with 6 degrees (also includes movement along all 3axes), I'm peachy.
My best friend gets sick watching video games on a TV, but she does fine with 6DOF VR because it's the disconnect between the motion she sees and what her body experiences that's the problem