Virtual Reality (VR) technology has been widely used in researching situations that require high ecological validity but are difficult to copy. In this paper, we compare the effect of 360-degree videos in VR head-mounted display and 2D computer screen on evoking four types of emotional states, and innovatively assess the effect of emotion evoking using the Go/No-go attention paradigm. Based on the eye movement data collected from a considerable number of participants (N=48), the result reaches marginally significance in the effect of immersion level of evoking (p=0.075), emotion’s level of arousal (p=0.019), and the interaction between them (p=0.037) under the condition of positive evoking. We find that immersive device can better evoke positive emotions with high arousal, while non-immersive device cannot manipulate the intensity of evoked emotions. Our study empirically demonstrate that high-arousal positive emotion evoking is more effective in VR than on a 2D monitor based on computational affection.