VR Game Audio Presence and Immersion Score Statistics (2026): 40+ Data Points on Effect Sizes, IPQ Benchmarks, and Spatial Rendering

VR game audio presence and immersion score statistics 2026: full spatial rendering lifted immersion from 3.88 to 7.91 of 9, yet pooled sound effect is only r = .260.

Moving from monaural sound to head-tracked binaural audio with room acoustics raised VR immersion ratings from 3.88 to 7.91 on a 9-point scale in a study of 17 trained listeners. That lab gain sits next to a much soberer pooled figure: sound’s effect on presence across 13 effect sizes is r = .260, below user tracking at r = .408. Across 243 published studies, the median Igroup Presence Questionnaire (IPQ) score is only 0.28 on a scale running from -3 to 3, and the evidence that any of this carries over to commercial games is thin. We aggregated data from ACM TOCHI, ACM CHI, PLOS ONE, the Frontiers journals, Presence: Teleoperators and Virtual Environments, and Meta Reality Labs. For adoption and device data, see our separate spatial audio statistics roundup; this page covers what sound does to measured presence (“the feeling of being there”) and immersion scores.

TL;DR

  • Sound’s pooled effect on presence is r = .260, 95% CI [.203, .317], N = 757, while user tracking reaches r = .408 (Media Psychology, Cummings and Bailenson 2016).
  • The median IPQ score across 243 studies is 0.28 on a -3 to 3 scale, and head-mounted display studies average M = 0.5 (ACM TOCHI, Tran et al. 2024).
  • Full audio rendering at 20% video scored 5.79, matching 5.76 for binaural audio without reverberation at 100% video, p = 0.891 (Frontiers in Signal Processing, Potter et al. 2022).
  • A soundscape moved IPQ single-item presence with η² = 0.386, against η² = 0.130 for step sounds, yet IPQ Spatial Presence showed no significant effect (Frontiers in Robotics and AI, Kern and Ellermeier 2020).
  • Enhanced audio raised Job Simulator audio quality from 7.11 to 7.43, F(1,63) = 24.49, p<0.001 (Frontiers in Virtual Reality, Mavridou et al. 2025, supported by the tool’s developer).
  • A 3D audio vs stereo horror game test found no significant questionnaire difference in immersion or presence (Aalborg University, Larsen and Pilgaard 2015).
  • The IPQ showed r = 0.82 for place illusion in a four-questionnaire comparison, N = 50 (ACM CHI, Degenhard et al. 2025).
  • The IPQ reached α = .87 and took a mean of 2.449 minutes to complete (ACM CHI, Schwind et al. 2019).
  • Wearing a head-mounted display raised sound elevation error by about 1.8° in a blindfolded test (PLOS ONE, Ahrens et al. 2019).
  • Of 21 presence and cybersickness results, 11 are negative, 6 positive and 4 null (Frontiers in Psychology, Weech et al. 2019).

1. IPQ Benchmarks: What Presence Scores Look Like Across 243 Studies

The median published IPQ score is 0.28 on a -3 to 3 scale. A score that sounds modest is therefore normal, and the top 5% of conditions start at only 1.30. Any audio team quoting a raw IPQ number needs this context before calling a result good or bad, which is the purpose of the two-decade IPQ analysis in ACM TOCHI.

The subscale split is the useful part. Experienced Realism is the only subscale with a negative mean, so whether the virtual world feels real is the weakest dimension in the benchmark, and section 3 shows it is one that sound can move. The analysis gives no breakdown by sound condition, so nobody can yet say what audio contributes to these benchmarks.

MetricValueSource
Corpus and overall IPQ score, rescaled to the -3 to 3 range243 studies from 229 papers, 9,354 participants; M = 0.4, SD = 0.5, Mdn = 0.3Tran et al., ACM TOCHI 2024
Overall score percentile cut-offs, all studiesP50 = 0.28, P75 = 0.73, P90 = 1.07, P95 = 1.30Tran et al., ACM TOCHI 2024
IPQ score by display type: head-mounted display vs projection vs monoscopic desktop or mobileHMD M = 0.5 (P75 = 0.83, 180 studies); projection M = 0.2 (34 studies); monoscopic M = -0.2 (39 studies); Welch’s F = 23.37, p < .001Tran et al., ACM TOCHI 2024
IPQ subscale means, 162 studiesGeneral Presence M = 0.9, SD = 0.7; Spatial Presence M = 0.8, SD = 0.7; Involvement M = 0.3, SD = 0.6; Experienced Realism M = -0.3, SD = 0.6Tran et al., ACM TOCHI 2024

The class labels are percentile-based: 121 of 243 studies (49.8%) fall in the band named Low, because that band is defined as everything under the median.

2. How Much Sound Moves Presence: The Meta-Analytic Picture

Sound’s pooled effect on presence is r = .260, 95% CI [.203, .317]. That is a real effect, and the Stanford meta-analysis in Media Psychology calls it small to medium. It also concludes that sound’s impact is relatively small compared with other features, and significantly weaker than tracking. It still outranks image quality, whose effect was significantly smaller than sound’s.

Sound here is one composite covering presence or absence of sound, ambient, diegetic or spatialized sound, and channel count. The meta-analysis gives no pooled estimate for spatial audio alone, so a spatial audio r value cannot be quoted from it.

MetricValueSource
All immersive features combined, effect on presencer = .316, 95% CI [.295, .338], K = 115 effect sizes from 83 studies, N = 6,998Cummings and Bailenson, Media Psychology 2016
Sound as a system feature, effect on presencer = .260, 95% CI [.203, .317], K = 13, N = 757Cummings and Bailenson, Media Psychology 2016
User tracking level, effect on presencer = .408, 95% CI [.360, .456], K = 22, N = 1,566Cummings and Bailenson, Media Psychology 2016
Stereoscopic visuals, field of view and image quality, each effect on presenceStereoscopy r = .320, K = 18; field of view r = .304, K = 14; image quality r = .150, 95% CI [.086, .214], K = 10, N = 855Cummings and Bailenson, Media Psychology 2016
Scoping review of audio in head-mounted display VRn = 121 studies; results described as mixed for presenceBosman et al., Behaviour and Information Technology 2024
Earliest controlled test in this set: spatialized sound added to a stereoscopic displayPresence significantly higher, apparent realism not increasedHendrix and Barfield, IEEE Virtual Reality Annual International Symposium 1995

Most recent available data: Cummings and Bailenson, 2016. The newer review of 121 studies is a scoping review, not a pooled analysis, and we found no audio-specific meta-analysis. The 1995 IEEE symposium paper is a useful historical marker because it already split presence from realism. A 2022 study in Presence: Teleoperators and Virtual Environments with 51 participants (28 stereoscopic HMD, 23 monitor) also found a large effect on spatial presence for stereoscopic viewing, without a numeric effect size in the abstract.

3. Soundscape Versus Footsteps: Which Sound Layer Moves the Score

An ambient soundscape explained far more of the presence rating than step sounds: η² = 0.386 against η² = 0.130 on the IPQ single item. A soundscape here means the continuous background sound of a place. The result suggests the budget question has an order: lay the environment first, then interaction sounds. Most recent available data: Kern and Ellermeier, Frontiers in Robotics and AI 2020.

The authors put no-sound presence at between 40 and 54 percent of real-world presence, with step sounds plus soundscape adding some 15-20 percentage points and a ceiling near 70%. The participants walked a treadmill through a nature scene for up to 5 minutes per condition, which is not a game, so treat this as a sound-layer result, not a genre result.

MetricValueSource
Presence rating on a 1-100 scale, Experiment 1 (N = 36): soundscape added vs not added, and step sounds added vs not addedSoundscape F(1, 35) = 48.95, p < 0.001, η² = 0.583; steps F(1, 35) = 0.003, p = 0.96Kern and Ellermeier, Frontiers in Robotics and AI 2020
IPQ single-item presence, Experiment 2 (N = 40): soundscape vs step soundsSoundscape F(1, 39) = 24.512, p < 0.001, η² = 0.386; steps F(1, 39) = 5.821, p = 0.021, η² = 0.130Kern and Ellermeier, Frontiers in Robotics and AI 2020
IPQ Realism mean: noise-cancelling only vs steps plus soundscape-1.375 vs -0.306Kern and Ellermeier, Frontiers in Robotics and AI 2020
IPQ Involvement mean: noise-cancelling only vs steps plus soundscape-0.331 vs 0.256; soundscape F(1, 39) = 36.983, p < 0.001, η² = 0.487Kern and Ellermeier, Frontiers in Robotics and AI 2020
IPQ Spatial Presence mean: noise-cancelling only vs steps plus soundscape0.17 vs 0.33; no significant effect of either factorKern and Ellermeier, Frontiers in Robotics and AI 2020

The gain on IPQ Realism between those two conditions is -0.306 minus -1.375 = 1.069 points. Spatial Presence is the surprise: sound changed how real and absorbing the scene felt, without a significant change in the subscale that shares its name with spatial audio.

4. Spatial Rendering Versus Video Resolution

With full audio rendering, video could drop to 20% resolution and still score 5.79, statistically level with 5.76 at 100% video without reverberation (U = 567.0, p = 0.891). Reverberation here means the room reflections that tell the ear how big a space is. This result puts audio rendering in the same budget discussion as resolution, though the authors note that naive subjects would be more representative than their trained listeners.

The test content was speech and music on an HTC Vive, not game content. For the physical side of reverberation, see our concert hall acoustics statistics. The percentages from older studies below cannot be stacked, because each one compared different conditions on different hardware.

MetricValueSource
Immersion rating on a 9-point scale, 100% video: monaural vs head-tracked binaural with reverberation3.88 vs 7.91 (N = 17)Potter et al., Frontiers in Signal Processing 2022
Immersion rating: head-tracked binaural with reverberation at 20% video vs head-tracked binaural at 100% video5.79 (95% CI 5.24-6.35) vs 5.76 (95% CI 5.18-6.35); U = 567.0, p = 0.891Potter et al., Frontiers in Signal Processing 2022
Kruskal-Wallis result for immersion by spatial audio method vs by video resolutionAudio H(2) = 145.917, p < 0.001; video H(2) = 34.709, p < 0.001Potter et al., Frontiers in Signal Processing 2022
Change in mean immersion at 100% video: monaural to head-tracked binaural, and removing reverberationIncrease of 48%; decrease of 27.2%Potter et al., Frontiers in Signal Processing 2022
Mean presence, no sound vs spatialised sound with reverberation in a loudspeaker VR cubeIncrease of 25.6% (p < 0.01)Larsson et al. 2007 (secondary report, see Data watch)
Mean presence, monaural vs binaural without reverberation, no head trackingIncrease of 20%Hendrix and Barfield 1996 (secondary report, see Data watch)
Mean presence, no sound vs simple stereo soundsIncrease of 9.0% (p < 0.01)Dinh et al. 1999 (secondary report, see Data watch)

The monaural to full rendering gain in the first row is 7.91 / 3.88 = 2.04 times. Most recent available data: Potter et al., Frontiers in Signal Processing 2022.

5. Inside Actual VR Games: Where the Effect Gets Harder to Find

Enhanced audio lifted Job Simulator’s audio quality rating from 7.11 to 7.43 (F(1,63) = 24.49, p<0.001), while the same tool produced no significant change in self-reported presence in a non-commercial simulation. The 2025 Frontiers in Virtual Reality study is the closest thing to a modern test on a commercial game, and the authors say the stronger commercial response is likely due to sound architecture. The reading for developers: post-processing can amplify sound design that exists, and it cannot supply one that does not.

Treat the size of that result with care. The study was supported in part by Bongiovi Acoustic Labs, the developer of the audio tool, several co-authors are affiliated with it, and no effect sizes are reported. The two other game-context sources below are a master’s thesis from Aalborg University and a paper on VR game space acoustics, and neither one gives a presence score we could quote.

MetricValueSource
Sample and design of the enhanced vs normal audio test68 recruited, within-subjects; 58 kept for physiological analysis; HTC VIVE Pro EyeMavridou et al., Frontiers in Virtual Reality 2025 (supported by the tool’s developer)
Job Simulator audio quality rating on a 9-point item, enhanced vs normal audio7.43 ± 0.35 vs 7.11 ± 0.36; F(1,63) = 24.49, p<0.001Mavridou et al., Frontiers in Virtual Reality 2025 (supported by the tool’s developer)
Job Simulator involvement and sound localization ratings, enhanced vs normal audioInvolvement F(1,63) = 6.79, p = 0.011; localization F(1,63) = 5.95, p = 0.018Mavridou et al., Frontiers in Virtual Reality 2025 (supported by the tool’s developer)
Job Simulator emotional valence from facial muscle sensors, enhanced vs normal audio5.2 ± 1.1 vs 4.7 ± 0.86; Wilcoxon t = 569.0, p = 0.0265Mavridou et al., Frontiers in Virtual Reality 2025 (supported by the tool’s developer)
Escape VR self-reported presence, enhanced vs normal audio, whole experienceNo significant differenceMavridou et al., Frontiers in Virtual Reality 2025 (supported by the tool’s developer)
Horror game, 3D audio vs stereoNo significant questionnaire difference in immersion or presence; electrodermal (skin conductance) response differed significantlyLarsen and Pilgaard, Aalborg University master’s thesis 2015
VR game spaces: sound-designed reverberation vs reverberation matching the visible roomUsers preferred the altered version only when the original was very dry or very ringingPopp and Murphy, Virtual Worlds 2024

The thesis abstract adds its own warning: the 3D audio condition also had higher sound intensity, which could account for the skin-conductance result. Most recent available data for that test: Larsen and Pilgaard, 2015.

6. Which Questionnaire Actually Detects an Audio Change

The IPQ showed r = 0.82 for place illusion, the highest of four questionnaires, in a CHI 2025 comparison with N = 50. Place illusion means the sense of being in the virtual location, which is the dimension spatial audio aims at. If the instrument cannot see a change, an audio team will read no effect as no value.

The same study warns that presence tools are blunt: participants generally judged score differences as too small, and no questionnaire picked up the embodiment changes. A CHI 2019 paper adds a practical result: filling in the form inside the headset did not change mean scores, which avoids a break in the experience.

MetricValueSource
Mean score gap, high minus low intensity condition, by questionnaire (with item count)SIP 0.57 (1 item), IPQ 0.43 (14 items), PQ 0.38 (19 items), SUS 0.36 (6 items)Degenhard et al., ACM CHI 2025
Effect size r for place illusion, Wilcoxon signed-rank testIPQ 0.82, SIP 0.75, SUS 0.72, PQ 0.57Degenhard et al., ACM CHI 2025
Effect size r for plausibility, meaning how believable events feelPQ 0.8, IPQ 0.67, SUS 0.38, SIP 0.36Degenhard et al., ACM CHI 2025
Participants agreeing with the score differenceIPQ 33.6%, PQ 25.6%Degenhard et al., ACM CHI 2025
Internal consistency, Cronbach’s α (N = 36)IPQ α = .87, WS α = .82, SUS α = .75Schwind et al., ACM CHI 2019
Mean completion time in minutesSUS 1.107, IPQ 2.449, WS 5.982Schwind et al., ACM CHI 2019
IPQ mean, completed inside VR vs outside VRF(1, 34) = .013, p = .909Schwind et al., ACM CHI 2019

SIP is a single-item presence scale, SUS is the Slater-Usoh-Steed questionnaire, PQ and WS are forms of the Witmer and Singer Presence Questionnaire. Most recent available data for reliability and timing: Schwind et al., 2019.

7. Localization, Personalization, and Side Effects

Wearing the headset alone raised sound elevation error by about 1.8° (F(1,2049) = 35.29, p<0.0001) in a blindfolded test. Part of the audio problem in VR is the hardware on the head, before any rendering runs. Visuals repay some of that debt: in the PLOS ONE study, showing the room and hand position cut elevation error. For headset-side numbers, see our gaming headset localization statistics.

Personal head-related transfer functions (HRTFs, the filters that describe how a person’s own ears and head shape sound) showed a presence benefit in a 2004 Chalmers paper, but the abstract gives no number and Meta’s measurement setup shows why it does not scale. Sickness is the other open variable: a review in Frontiers in Psychology cites Viaud-Delmon et al. (2006), where adding auditory cues raised presence but also raised cybersickness.

MetricValueSource
Sound elevation error, with vs without HMD, blindfolded (N = 10)Increase of about 1.8°; F(1,2049) = 35.29, p<0.0001Ahrens et al., PLOS ONE 2019
Elevation error, blindfolded with HMD vs virtual room with hand location10.2° vs 8.1°Ahrens et al., PLOS ONE 2019
Published presence and cybersickness results, by direction of the relationship21 entries from 20 publications: 11 negative, 6 positive, 4 nullWeech et al., Frontiers in Psychology 2019
Spread of reported correlations between presence and cybersicknessFrom r(6) = -0.63 (Cooper et al., 2016) to r(58) = 0.67 (Liu and Uang, 2011)Weech et al., Frontiers in Psychology 2019
Individualized vs generic HRTF, presence ratings for binaural stimuliSignificant increase; no figure in the abstractVäljamäe et al., Proceedings of the 7th Annual Workshop Presence 2004
HRTF capture rig at Facebook Reality Labs Research54 loudspeakers on a rotating arm; the process takes about half an hour (vendor’s own description)Meta, Inside Facebook Reality Labs Research 2020

Most recent available data: Weech et al., 2019, Ahrens et al., 2019, Meta, 2020, and Väljamäe et al., 2004. Only 10 subjects took part in the PLOS ONE test, on one headset.

Summary: VR Game Audio Presence and Immersion by the Numbers

MetricValueSource
Sound as a system feature, effect on presencer = .260, 95% CI [.203, .317], N = 757Media Psychology 2016
Median overall IPQ score, -3 to 3 range0.28 (P50)ACM TOCHI 2024
Immersion, monaural vs head-tracked binaural with reverberation, 100% video3.88 vs 7.91Frontiers in Signal Processing 2022
Soundscape vs step sounds, IPQ single-item presenceη² = 0.386 vs η² = 0.130Frontiers in Robotics and AI 2020
Mean presence, no sound vs spatialised sound with reverberationIncrease of 25.6% (p < 0.01)Larsson et al. 2007 (secondary report)
Job Simulator audio quality, enhanced vs normal audio7.43 vs 7.11, p<0.001Frontiers in Virtual Reality 2025 (supported by the tool’s developer)
Escape VR self-reported presence, enhanced vs normal audioNo significant differenceFrontiers in Virtual Reality 2025 (supported by the tool’s developer)
Horror game, 3D audio vs stereo, questionnaire immersion and presenceNo significant differenceAalborg University master’s thesis 2015
Audio in head-mounted display VR, studies scopedn = 121, mixed for presenceBehaviour and Information Technology 2024
IPQ effect size for place illusionr = 0.82ACM CHI 2025
IPQ reliability and mean completion timeα = .87; 2.449 minutesACM CHI 2019
Headset effect on sound elevation errorAbout 1.8° higherPLOS ONE 2019
Elevation error, blindfolded with HMD vs virtual room with hand location10.2° vs 8.1°PLOS ONE 2019
Presence and cybersickness results by direction11 negative, 6 positive, 4 nullFrontiers in Psychology 2019
HRTF capture rig54 loudspeakers, about half an hour (vendor’s own description)Meta 2020

Methodology and Sources

We read each study below directly, in its full text or abstract, and report questionnaire names, sample sizes and statistical notation as the study prints them. Figures that appeared only in search snippets were dropped.

Last updated: October 31, 2026. We update this roundup quarterly, and the next refresh is expected when the IEEE VR 2027 conference proceedings are published.

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