| 21 | Gorini et al., 2011 | Cyberpsychology, Media studies | Quantitative, experimental | 2 x 2 factorial design with questionnaires and physiological measures | Immersion is the technological and perceptive factor that increases illusion of "place" within a simulated environment, contributing to mediated presence. | Immersion level, presence, narrative context, heart rate | Both immersion and narrative increase presence, with high immersion amplifying illusion of being in the environment. |
| 22 | Lee et al., 2017 | Human–Computer Interaction, VR | Mixed methods, experimental | Experimental comparison of walking interaction modes with self-report and physiological measures | Immersion is conceptualized as the subjective experience of being deeply absorbed and present in a VR environment, particularly through naturalistic interaction modalities. | Walking control mode, immersion, presence, VR sickness | Greater immersion achieved via natural walking interaction; better presence and less VR sickness than conventional gamepad control. |
| 23 | Hansen & Mossberg, 2017 | Tourism, Hospitality | Qualitative | Interview and observational analysis of tourism experiences | Immersion is the depth of tourist involvement resulting from effective guide performance, where the individual’s cognitive and emotional focus is absorbed in the guided experiencescape. | Tour guide role, involvement, immersion, satisfaction | Guide’s storytelling and personalization ("guide plus" role) facilitate tourist immersion beyond traditional service norms. |
| 24 | Gromer et al., 2018 [10] | Clinical Psychology, VR Neuroscience | Experimental, quantitative | Between-group manipulation of immersion (added sensory input) in CAVE system; self-report and behavioral measures | Immersion is the combination of technical features (visual, acoustic, tactile) that enhance environmental inclusion and realistic sensation in virtual simulations. | Sensory immersion, fear response, presence, acrophobia | Increased sensory immersion (wind simulation) elevated fear in acrophobic participants, but did not alter presence; immersion can modulate affective responses. |
| 25 | Slater, 2018 [1] | Psychology, VR | Theoretical commentary | Conceptual analysis | Immersion is the objective measure of the extent to which the VR system delivers comprehensive, vivid sensory input and interaction possibilities, supporting the illusion of presence. | Sensory fidelity, system interactivity, presence | Distinguishes immersion (system property) from presence (subjective response); immersion enables but does not guarantee presence. |
| 26 | Bowman & McMahan, 2007 [2] | Computer Science, VR | Theoretical review, synthesis | Comparative/analytical review | Immersion is described as the degree to which a VE can provide inclusive, vivid, and surrounding sensory information leading to realistic experience. | System features, display type, user performance, presence | High immersion not always required for benefits; different VR components confer practical advantages. |
| 27 | Michailidis et al., 2018 [3] | Psychology, Game Studies | Literature review | Comparative conceptual analysis | Immersion is a pleasurable, intense involvement/engagement in a mediated experience, often akin to "flow", though distinction between the two is ambiguous in video game research. | Flow, engagement, absorption | Finds limited evidence to differentiate immersion from flow in video games; conceptual overlap is high. |
| 28 | Kraus et al., 2020 [4] | Visualization, Cognitive Science | Quantitative, experimental | Within-subjects cluster detection tasks in varying immersion conditions | Immersion refers to the subjective sensation of being enveloped by a visualization, manipulated through display modality (2D screen to VR). | Level of immersion, task accuracy, orientation, efficiency | Fully immersive VR environments improved task accuracy and user preference compared to less immersive modalities. |
| 29 | Visch et al., 2010 [5] | Psychology, Film Studies | Experimental, between-subjects | 3D vs. CAVE (high vs. low immersion) | Immersion is operationalized as the extent to which emotional and cognitive responses are heightened due to a more enveloping mediated environment. | Presentation mode, immersion, emotion intensity, genre categorization | Higher immersion intensifies both narrative and artefact-related emotions but does not alter genre identification accuracy. |
| 30 | Laha et al., 2012 [6] | Data Visualization, HCI | Experimental, quantitative | Controlled experiment; three immersion manipulation variables | Immersion is the degree of inclusion and interaction in VR, manipulated through display configuration (head tracking, field of regard, stereo rendering). | Immersion components, performance, task effectiveness | Immersion enhances certain volumes of data analysis but component impact varies; not all immersion aspects necessary for benefit. |