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Accepted for/Published in: JMIR Serious Games

Date Submitted: Sep 29, 2025
Date Accepted: Jun 1, 2026

The final, peer-reviewed published version of this preprint can be found here:

Behavioral and Physiological Responses to Sensory and Cognitive Demands in an Immersive Virtual Reality Shopping Task in Unimpaired Young Adults: Within-Subjects Experimental Study

Cucinella SL, Mulder JL, de Winter JC, Marchal-Crespo L

Behavioral and Physiological Responses to Sensory and Cognitive Demands in an Immersive Virtual Reality Shopping Task in Unimpaired Young Adults: Within-Subjects Experimental Study

JMIR Serious Games 2026;14:e84893

DOI: 10.2196/84893

PMID: 42664498

Behavioral and Physiological Responses to Sensory and Cognitive Demands in an Immersive Virtual Reality Shopping Task in Unimpaired Young Adults: Within-Subjects Experimental Study

  • Salvatore Luca Cucinella; 
  • Job L.A. Mulder; 
  • Joost C.F. de Winter; 
  • Laura Marchal-Crespo

ABSTRACT

Background:

Immersive Virtual Reality (IVR) enables the manipulation of visual, auditory, and cognitive demands to create training conditions that adequately challenge users. However, the effect of different levels of these demands in IVR on task performance, perceived workload, physiological activity, and behavioral strategies is still unclear.

Objective:

The objective of this study was to investigate how varying levels of visual, auditory, and cognitive demands in IVR affect task performance, perceived workload, physiological responses, and behavioral strategies.

Methods:

We conducted an experiment in which 22 participants picked listed products from shelves under seven conditions: Baseline (no added demands), Visual demands (virtual human characters; low, high), Auditory demands (background sounds; low, high), and Mental demands (secondary 0-back and 2-back tasks). We measured heart rate, task performance (total products collected), and assessed mental demand and effort via a questionnaire. We also analyzed behavioral measures, including head stillness duration and time spent looking at areas of interest.

Results:

We found that high cognitive demands degrade performance, increase perceived workload, and induce changes in behavior, with participants spending more time checking the list in the Mental high condition than in Baseline. High auditory demands also increased perceived workload, whereas visual demands mainly caused distraction compared to Baseline.

Conclusions:

Behavioral responses observed under high cognitive demands suggest that IVR systems could adapt complexity based on real-time monitoring of user behaviors.


 Citation

Please cite as:

Cucinella SL, Mulder JL, de Winter JC, Marchal-Crespo L

Behavioral and Physiological Responses to Sensory and Cognitive Demands in an Immersive Virtual Reality Shopping Task in Unimpaired Young Adults: Within-Subjects Experimental Study

JMIR Serious Games 2026;14:e84893

DOI: 10.2196/84893

PMID: 42664498

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