Skip to content

Immersive Virtual Reality Gameplay Alters Embodiment, Time Perception, and States of Consciousness

Nicola de Pisapia, Andrea Polo, Andrea Signorelli

Virtual Worlds June 25, 2026 DOI: 10.3390/virtualworlds5020016 via DOAJ

Summary

AI-generated from the abstract

Playing a videogame in a virtual reality headset increases feelings of presence and alters aspects of conscious experience related to embodiment, such as disembodiment and positive depersonalization, compared to playing on a desktop computer. Adding a treadmill for full-body locomotion further increases immersion. The most immersive condition also distorts retrospective time estimation, making it less accurate. However, immersive gameplay does not broadly change executive functions like cognitive flexibility. The findings suggest that virtual reality selectively affects embodiment-related conscious experience and time perception without general effects on cognition.

Study at a glance

Characteristics Experimental study Peer reviewed
Sample size 72
Population Participants
Intervention Virtual reality
Duration 35 min gameplay
Topics Altered states of consciousness
Keywords Virtual reality Immersion Presence Executive functions Time perception
Key finding Immersive virtual reality gameplay selectively alters embodiment-related aspects of conscious experience and retrospective time perception, without broadly changing 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 min 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 were selectively elevated in immersive conditions, with the most robust effects observed for disembodiment and positive depersonalization. Retrospective time-estimation accuracy was reduced in the highest immersion condition, indicating increased temporal distortion. Immersive gameplay did not produce widespread changes in executive function. Overall, the findings indicate that immersive virtual reality gameplay selectively alters embodiment-related aspects of conscious experience and retrospective time perception, without broadly changing executive function.

Explore topics

Comments

No comments yet.

Log in to comment