There is all kinds of friction involved in the processes of going into an immersive virtual environment. For starters, you have to fit a kind of bulky and kind of heavy pair of goggles on your head and carefully adjust them so that they are comfortable and are in the right position for your eyes. This part becomes more complicated if you have glasses, if you're not used to the particular device, or if you're not used to it. Then there's the virtual transition. You go to a digital world that might not have the same rules as the physical world you just came from. The world builders might have programmed your hands to emanate lasers that can move ten-ton boulders, or they could have skipped the whole gravity thing altogether.
And after you've been immersed in that kind of world for a while, coming out of it is no less jarring.
There is a lot of work to be done to better transition people to and from the physical and virtual. Transitioning gets a little better as the person gains experience with the technology, but anecdotally, it still has rough edges. And the friction can become complicated over time. For instance, I know I sometimes get cybsersick after using VR, so I feel a pang of anxiety as I don a headset.
I don't have an experiment planned in this area yet, but I am very interested in it. To this end, I am looking at research in meditation and impossible spaces.
A quick note on terminology. I am resistant to differentiating between the "real" and "virtual" as is popular in the literature. VR worlds are just as "real" as the "real world" as far as I can tell. They are dynamic; they interact with your senses, your mind. It is also popular to use "physical" in lieu of "real". Of course, a computer system is quite physical—it produces physical sensory stimuli (e.g., light, sound, vibrations) that interact with your senses. Differentiating between the "analog" and "digital" worlds feels a bit better for me.