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Dwelling on presence theory and breaks in presence theory, the purpose of this study is to investigate how real-world risks may affect people’s use of VR devices. A two-group comparison experimental design (N=51) was adopted to test how a less ideal play environment with potential risks can affect people’s experience in using virtual reality compared to an ideal VR playing set up. The results suggest that people in a less ideal play environment with potential risks tend to pay less attention to the VR content as well as enjoy the experience less compared to an ideal VR playing set up. People in a less ideal VR playing set up tend to have a higher level of concern about the risks related to the use of VR devices.Keywords: Virtual Reality, Risk perception, Presence, Breaks in Presence