Oculomotor dysfunctions (OMDs) are problems relating to coordination and accuracy of eye movements for processing visual information. Eye-tracking (ET) technologies show great promise in the identification of OMDs. However, current computer technologies for vision screening are specialized devices with limited screen size and the inability to measure depth, while visual field and depth are important information for detecting OMDs. In this experimental study, we examine the possibilities of immersive virtual reality (VR) technologies compared with laptop technologies for increased user experiences, presence, immersiveness, and the use of serious games for identifying OMDs. The results present increased interest in VR-based screening, motivating users to focus better using VR applications free from outside distractions. These limitations currently include lower performance and confidence in results of identifying OMDs with the used HMDs. Using serious games for screening in VR is also estimated to have great potential for developing a more robust vision screening tool, especially for younger children.