ArticleBehavior research methods2026
Running virtual reality experiments online: A brief introduction and tutorial.
Article in Behavior research methods, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
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Authors and funding
6 authors.
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Abstract
Achieving meaningful and representative findings in cognitive/behavioural research requires both externally valid experimental settings and representative participant samples. Virtual reality (VR) has become a powerful tool for enhancing realism while maintaining control of experimental environments. Simultaneously, online testing broadens and diversifies samples. Combining these approaches-running VR experiments online-is compelling but remains challenging due to incompatibilities between tools used in lab-based VR studies and online testing. This paper offers a practical solution to bridge this gap. We provide a brief overview of current approaches to online VR experimentation and offer a step-by-step tutorial for converting lab-based VR studies into remote deployments using Unity and Steam. Further, we share an open-source onlineVR-toolbox-including code, example workflows, and practical Notebooks-to facilitate critical processes such as secure data transfer and participant management. To validate this approach, we present a proof-of-concept case study replicating a well-established memory effect. Our results demonstrate that remote data collection via Steam is technically feasible and yields results consistent with laboratory-based findings. Together, our tutorial, tools, and case study show that online VR studies are possible and practical, opening the door to more scalable, inclusive, and externally valid behavioural science.
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