Virtual Reality (VR) technology immerses users in simulated environments through specialized headsets and sensory equipment, offering highly interactive experiences. This study, conducted at Christ University, Bengaluru, between December 2023 and January 2024, focused on the Blu: Whale Encounter 3D 360 VR App, utilizing the Meta Quest 2 headset. Purposive sampling recruited 205 students aged 18-25. The Virtual Experience Questionnaire measured virtual experience as the independent variable, while feedback, concentration, and challenge were assessed using the EGameFlow scale. Correlation and linear regression analyses explored the relationships between variables. Results revealed positive correlations between virtual experience, feedback, challenge, and concentration. Virtual experience strongly predicted feedback and challenge, while also significantly influencing concentration levels. However, a weak negative correlation between feedback and concentration suggested limited practical significance.