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The article isn't really referring to the Oculus Rift in particular, so much as the gender-linked nature of depth perception. That's an underlying technological issue, and not something you can fix by dropping a few grams and giving it a paint job.

It's a bit of a linkbait title, because it's quite misleading in that it suggests (especially to the large fraction of people who read the title without opening the article) that Oculus is engaging in some institutional gender-discriminatory behavior (an amusing perhaps autoantonym is that an equivalent title might be "Women don't use Oculus Rift, but it's not sexist!").

Just as easily, the title could have been "Is Avatar sexist?" (I'm actually really curious if 3D movies also induce nausea that differs in rate along sex/hormonal lines, and I would have expected, given its mass-market nature).

From a pretty shallow search, I found http://www.pacificu.edu/vpi/publications/documents/OVS.3DVie... which claims that there isn't a link between gender and anything (nausea, dizziness, disorientation, blurring were all found to not correlate) except for "involvement in the movie".



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