1. Introduction
Virtual reality (VR) and immersive videogames are not only entertainment media but also emerging tools for modulating human consciousness and cognition. Players often report losing track of time during gameplay, and a large survey identified altered time perception as one of the primary reasons people play videogames [
1]. Notably, a distorted sense of time is a hallmark of altered states of consciousness (ASCs) [
2], suggesting that engaging digital environments can induce mild ASC-like experiences. In recent years, researchers have increasingly explored the capacity of immersive technologies to evoke ASC in a controlled, non-pharmacological manner [
3,
4]. This trend has given rise to the concept of digitally induced ASC (DIAL), referring to ASC experiences facilitated by modern media [
5]. Early examples include attempts to induce trance-like states with binaural beat audio programs [
6] and pervasive reports of profound absorption in videogames. More recent approaches leverage VR’s multisensory simulations, for instance VR-generated hallucinatory visuals, aimed at safely reproducing aspects of ASCs such as self-transcendence, disembodiment, and altered reality [
3]. Fundamentally, ASCs have long been recognized as an important part of human experience [
7], and technology now provides a novel means to access some of their features without pharmacological agents [
8,
9,
10].
A crucial distinction in this domain is between immersion and presence. Immersion denotes the objective qualities of a system that make a virtual experience perceptually convincing, such as high-fidelity graphics, surround sound, and interactive content [
11,
12]. In contrast, presence refers to the subjective psychological state of “being there” in the virtual world [
13]. Prior work has shown that greater technological immersion generally leads to a stronger sense of presence [
13,
14]. Immersion can therefore be considered the cause, built by hardware and software, and presence the effect, namely the user’s mental acceptance of the virtual environment as real. In VR games, higher immersion is achieved not only via rich sensory input (e.g., wide field-of-view visuals, spatial audio, haptic feedback), but also through interactivity and embodiment.
Embodiment refers to providing the user with a virtual body that moves in synchrony with their real movements, while agency refers to the user’s ability to intentionally act on the virtual world [
15]. These factors are known to amplify presence and engagement. For example, allowing natural locomotion and full-body movement in VR, through motion tracking or omnidirectional treadmills, can heighten the feeling of incorporation into the virtual space. When a VR system lines up with the user’s sensorimotor expectations, such that visual and proprioceptive feedback match real movements, the brain more readily treats the virtual body as its own and the virtual environment as real [
15,
16].
From a theoretical perspective, these effects can be interpreted through predictive processing accounts of perception. The VR experience generates sensory inputs that fulfil the brain’s learned predictions for normal interaction, thereby minimizing prediction errors and creating a compelling illusion of reality [
17,
18]. In simple terms, a well-designed immersive system “tricks” the brain’s predictive model into accepting the virtual scenario, resulting in high presence. By contrast, mismatches in expected feedback, such as tracking latency or sensorimotor incongruence, can disrupt presence or induce unusual sensations, highlighting how tightly embodiment and presence are linked to multisensory integration mechanisms.
The intensity of an immersive experience has important consequences for subjective state and cognitive processes. Deep immersion is often accompanied by a state of focused attention and reduced self-awareness akin to flow [
19]. In a flow state, individuals become so absorbed in the task at hand that they lose track of external factors, including time. Highly immersive games readily induce this phenomenon: players engaging in immersive games (even non-VR experiences) frequently underestimate how much time has passed when reflecting afterward [
1]. According to attentional models of time perception, when attention is fully occupied by the environment, fewer cognitive resources remain available to monitor the passage of time [
20]. Thus, greater immersion can lead to greater temporal distortion, often experienced as time “flying by” during play.
Immersion may also temporarily alter cognitive control and self-referential processing. Individuals deeply absorbed in an activity can experience diminished awareness of their physical self or surroundings, sometimes described as a mild dissociative state [
21]. In the context of VR, a strong sense of presence can overwrite everyday reality, leading users to respond to virtual situations as if they were real [
17]. While this property has beneficial applications (e.g., eliciting genuine emotional responses in therapeutic settings), it also demonstrates the profound impact of immersive presence on cognition. Indeed, VR immersion has been shown to induce temporary reductions in real-world presence and symptoms of dissociation, particularly in individuals predisposed to absorption [
21]. Other research similarly indicates that highly immersive experiences can momentarily reduce executive control; for example, problem gamblers often report trance-like dissociative states during gameplay [
22]. Together, these observations suggest that increasing immersion is associated with more pronounced subjective alterations of consciousness, including changes in time perception, self-awareness, and cognitive control.
Time perception is particularly sensitive to immersion because subjective time is not directly perceived but reconstructed from internal signals related to attention, memory, and contextual cues [
23,
24]. Temporal judgments are commonly distinguished into retrospective and prospective paradigms, which rely on partially distinct mechanisms [
20]. Retrospective timing depends primarily on memory encoding and contextual change, with richer or more eventful experiences yielding longer reconstructed durations [
25,
26]. Prospective timing, in contrast, is governed by attentional allocation and arousal, as formalized in the attentional-gate model [
27]. Immersive videogame play, especially in VR, simultaneously increases attentional load, emotional engagement, and sensorimotor complexity, making it a powerful context for disrupting temporal metacognition.
Empirical findings on time perception in VR remain mixed. While altered time passage is robustly reported in videogames, VR studies have documented underestimation, overestimation, or null effects [
28,
29,
30,
31]. These discrepancies likely reflect differences in duration, embodiment, emotional content, and the availability of external temporal cues. Time and space are tightly coupled cognitive dimensions, and visual or spatial manipulations can directly influence perceived duration [
32]. Moreover, embodiment itself modulates temporal experience: recent work shows that the presence of a virtual body accelerates the felt passage of time without necessarily affecting explicit duration estimates, revealing a dissociation between experiential and reconstructive aspects of time perception [
33]. Emotional valence further shapes temporal judgments, with enjoyable experiences compressing perceived duration and boredom producing temporal dilation [
34,
35,
36]. Importantly, it appears that affective engagement, rather than the medium per se, primarily drives temporal distortion [
37].
Beyond temporal effects, immersive videogames can induce broader ASC-like phenomena. A recent systematic review identified numerous altered experiences reported in virtual environments, ranging from visual pseudo-hallucinations and spatial disorientation to feelings of unity and “out-of-body” experiences [
38]. For example, a multi-person VR experience designed to elicit mystical-type feelings successfully produced strong self-transcendent states, with ratings of unity and bliss comparable to those induced by moderate doses of psychedelics [
39]. Follow-up work demonstrated that such VR experiences can lead to significant ego attenuation and increased feelings of social connectedness, paralleling the effects of serotonergic psychedelics [
40]. Similarly, exposure to surreal, dream-like 360° VR panoramas generated using DeepDream neural networks significantly elevated scores on the 5D-ASC questionnaire, indicating alterations in perception, insight, and sense of self comparable to those reported after psilocybin administration [
3]. Notably, these participants also showed concurrent improvements in cognitive flexibility, suggesting a link between ASCs phenomenology and cognitive outcomes [
3]. Collectively, these findings support the notion that immersive digital media can, under appropriate conditions, induce mild and controlled versions of classic ASC phenomena such as derealization, depersonalization, and intense absorption [
38,
39].
From a neurocognitive standpoint, two complementary theoretical frameworks may help explain how immersive experiences alter conscious states and cognition. The entropic brain hypothesis proposes that the richness and flexibility of conscious experience correlate with the entropy, or complexity, of brain activity [
41]. According to this view, normal waking consciousness is a relatively ordered state, whereas ASCs involve transient increases in neural entropy, allowing brain networks to explore a wider repertoire of states [
41]. In VR, highly immersive multisensory stimulation may similarly perturb habitual neural dynamics, albeit to a lesser degree than pharmacological agents. A second framework is the Global Neuronal Workspace theory, which conceptualizes consciousness as the global broadcasting of information across distributed brain networks [
42]. In altered states, the usual gating of information may relax, allowing atypical or normally suppressed information to enter conscious awareness. In both frameworks, immersive VR could influence this process by simultaneously engaging multiple sensory and cognitive systems, thereby shifting the balance of global workspace dynamics. Immersive VR may reconfigure brain network activity in ways that echo specific features of ASCs, for example by downregulating habitual self-referential processing and promoting a more present-centred, exploratory mode of cognition. While direct neurophysiological evidence in VR users remains limited, these frameworks suggest that immersive experiences may modulate both the complexity and integration of brain activity, leading to altered subjective experience and cognitive flexibility.
Cognitive flexibility, defined as the ability to adapt to new rules, shift perspectives, and break out of rigid thought patterns, is an executive function of particular interest in this context [
43]. Prior research indicates that certain ASCs can transiently enhance cognitive flexibility and creativity. Psychedelic compounds, at low or moderate doses, have been associated with reduced cognitive rigidity and improved set-shifting performance [
44]. Similarly, VR experiences explicitly designed to be psychedelic-like have been shown to facilitate creative insight and idea generation, presumably by reducing cognitive fixation [
3,
44]. Experimental work further suggests that even simple task-switching interventions can enhance creativity by disrupting habitual cognitive loops [
45]. High-immersion VR may operate in a similar manner by placing participants in novel, sensorimotor-rich contexts that require continuous adaptation. Enriched and complex environments are known to benefit executive functions [
46], and VR provides an especially potent instantiation of such environments. Consistent with this view, participants exposed to a “digital hallucination” VR session not only reported ASC effects but also demonstrated increased cognitive flexibility on post-experience measures [
3].
These findings resonate with the entropic brain perspective, suggesting that states of elevated neural variability or plasticity may temporarily loosen cognitive constraints and facilitate novel associations [
41]. However, not all studies have observed cognitive benefits from VR, indicating that outcomes likely depend on the nature of the content, pacing, and balance between cognitive load and stimulation.
In summary, existing literature suggests that (1) the level of immersion provided by a digital experience modulates the intensity of presence and ASC-like effects, and (2) these altered experiences may influence subsequent cognitive performance, including creativity and flexibility. Nevertheless, important gaps remain. Few controlled experiments have systematically compared graded levels of immersion while holding task content constant. Most studies either examine VR in isolation or compare VR with non-VR conditions that differ substantially in context, making it difficult to isolate the specific contribution of immersion. In particular, the role of active locomotion and whole-body engagement, such as VR treadmills or motion platforms, has been hypothesized to amplify immersion and presence [
39] but remains rarely tested with validated psychological outcome measures. Moreover, although presence and engagement questionnaires are commonly used, relatively few studies have incorporated standardized ASC instruments, such as the 5D-ASC, alongside cognitive measures.
The present study addresses these gaps by experimentally manipulating immersion level during a continuous, naturalistic videogame experience and assessing its effects on presence, subjective ASC, time perception, and cognitive flexibility. Using a between-subjects design, participants played the same 35-minute segment of the videogame Half-Life: Alyx under three conditions: desktop PC (low immersion), head-mounted VR (medium immersion), and VR combined with full-body locomotion via an omnidirectional treadmill (high immersion). This graded manipulation isolates the contribution of embodied movement and sensory immersion while keeping narrative and gameplay constant. Following gameplay, participants completed validated measures of presence, immersion, ASC, retrospective time estimation, and cognitive flexibility. We hypothesized that increasing immersion would enhance presence and ASC-like experiences, increase temporal estimation error, and potentially modulate post-experience cognitive flexibility. By testing these hypotheses, the study aims to clarify how graded immersion in VR reshapes conscious experience and cognition, informing both theoretical models of presence and practical applications of immersive technologies.