The purpose of the study was the investigation of VR-induced aftereffects on various basic cognitive abilities and its relationship with cybersickness. Previous studies suggest an adverse effect of VR exposure on simple reaction times. Aftereffects on other basic cognitive abilities have rarely been studied. Sixty participants performed a test battery, that consisted of five different tests, prior and after the immersion into a VR bike application. Participants were assigned to three different experimental conditions using different kinds of displays, motion control devices. Twenty additional participants acted as a control group. Reaction times of simple (χ2(3) = 140.77; p < .001) and choice reaction tasks (two choice: χ2(3) = 66.87; p < .001; four choice: χ2(3) = 55.48; p < .001) deteriorated after VR exposure but remained stable or improved in the control group not exposed to VR. Changes in performance were only weakly related to degrees of cybersickness (.04 < r < .28). We propose a general aftereffect of VR exposure on reaction times that is only slightly related to subjective degrees of cybersickness. Taken together, however, usage of VR systems, even if inducing moderate levels of cybersickness, leads only to minor decrements of cognitive performance.
