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Effects of Immersion on Altered States of Consciousness and Cognitive Control Following Virtual Reality Videogaming

Preprints.org February 6, 2026 preprint DOI: 10.20944/preprints202602.0550.v1

Summary

AI-generated from the abstract

Playing a videogame with greater immersion—from desktop to virtual reality to VR plus a treadmill—selectively alters specific dimensions of conscious experience, especially feelings of disembodiment, depersonalization, and distorted time perception, without broadly changing cognitive flexibility. In a study with 72 participants who played the same 35-minute segment of Half-Life: Alyx, those in the highest immersion condition (VR plus treadmill) reported the strongest immersion and the least accurate retrospective time estimation. Presence was enhanced in both VR conditions compared to desktop play. Cognitive flexibility, measured by the Stroop task and Alternative Uses Test, showed no broad modulation, only subtle differences in Stroop accuracy.

Study at a glance

Characteristics Experimental study
Sample size 72
Population Participants who played a videogame segment
Interventions head-mounted virtual reality VR combined with full-body locomotion via an omnidirectional treadmill
Duration 35-minute gameplay segment
Key finding Increasing immersion during videogame play selectively reshapes dimensions of conscious experience related to embodiment and time perception without globally altering executive function.

Abstract

Immersive virtual environments are increasingly investigated as tools capable of modulating conscious experience, yet the specific contribution of graded immersion to altered states of consciousness (ASC), time perception, and cognition remains unclear. The present study examined how different levels of immersion during videogame play influence subjective experience and post-experience cognitive performance. Seventy-two participants played an identical 35-minute segment of the videogame Half-Life: Alyx under one of three conditions: desktop PC (low immersion), head-mounted virtual reality (VR; medium immersion), or VR combined with full-body locomotion via an omnidirectional treadmill (high immersion). Following gameplay, participants completed validated measures of presence (IPQ), immersion (IEQ), ASC (5D-ASC), retrospective time estimation, and cognitive flexibility (Stroop task and Alternative Uses Test). Presence was selectively enhanced in VR relative to desktop play, whereas immersion was highest in the VR plus treadmill condition. Specific ASC dimensions related to embodiment and self-experience (disembodiment, depersonalization, derealization, and altered perception of time and space) were significantly elevated in immersive conditions. Retrospective time estimation accuracy was reduced in the highest immersion condition, indicating increased temporal distortion. Cognitive flexibility measures showed no broad modulation by immersion, with only subtle differences in Stroop accuracy. Overall, the findings indicate that increasing immersion during videogame play selectively reshapes specific dimensions of conscious experience, particularly embodiment- and time-related aspects, without globally altering executive function.

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