Based on the virtual cultural experience of VR interaction design, this paper builds the framework of the VR interaction system, focusing on the experience and dissemination of Chinese traditional art and culture under VR interaction design. The specific factors affecting the immersion experience of traditional art and culture are sorted out, and the quantitative analysis of the immersion experience of traditional art and culture based on VR interaction design is carried out in combination with the S-O-R model. The content selection and demand motivation of Chinese traditional art and culture under VR interaction design are analyzed separately, and the main trends of the development and dissemination of traditional art and culture are clarified. A one-way ANOVA method is used to numerically compare the age of the VR interaction design audience with the demand for use, perceived ease of use, perceived usefulness, willingness to use, use behavior, and communication effect. The comparison results show that audiences aged 18-25 years old have a higher demand for VR interactive design, perceived ease of use, and dissemination effect compared with audiences aged 40 years old and above, with a mean difference of 0.786, 0.562, and 0.824. To promote cultural attraction and dissemination, it is necessary to target different age groups with Chinese traditional art and culture combined with VR interactive design.