Researchers demonstrated this by playing motion-heavy videos for study participants through a Oculus Rift - 3D virtual reality headset worn like a pair of goggles.
Nearly two-thirds of the study subjects quit watching the videos early, overcome by nausea in the virtual environment for much the same reason discomfort catches up to people in real-world situations.
Motion sickness is the product of mismatched sensory information.
"The classic example is reading in a car," said Shawn Green, a professor at the University of Wisconsin-Madison.
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But you're not still. While the newspaper may not be moving, the car speeds up and slows down, turns corners and climbs hills.
All this movement registers in the vestibular system, a series of organs in the ear that aid balance by telling us which way is up.
"In the car, those balance cues say you're accelerating, and that's a big mismatch with your eyes on the still newspaper. That mismatch makes you nauseous," Green said.
While the 3D movies depicted flying over forests and under bridges, the headset and the viewer are not actually moving.
"And observers don't have agency - they can't control the motion," Rokers said.
"If they were in control, they could predict what things should look like. That would probably help them ease the discomfort," Rokers said.
Researchers found that the people in their study who reported the most discomfort were also best at judging the direction of objects moving towards or away from them.
"It seemed natural that people who may be very sensitive to 3D motion might pick up on the fact that the visual motion signals provided in the Oculus can be inconsistent with balance signals," Rokers said.
"We've had people with perfectly good depth perception who couldn't do the 3D motion tests, and the exact opposite - people who could do the 3D motion tests that would be classified as stereoblind by the static test," Green said.
The study was published in the journal Entertainment Computing.