Digitalization has already permeated most of the design activities, but in spite of this, the generation of visual representations of concepts in the product design domain still relies on analog tools in real-world contexts. Despite immersive 3D technologies, such as Virtual Reality, have become widely available and affordable, most designers still make use of pencils and paper sheets, or their digital counterparts, to sketch their initial ideas on 2D supports. This study aims at investigating the reasons behind the mismatch between the rapid growth of immersive technologies and their scarce adoption in the conceptual design activities. Based on the analysis of the state of the art, a classification of the approaches proposing new ways to conduct conceptual representation of products has been drawn. The geometry representation, i.e. parametric or polygonal, and the interaction methods have been taken as metrics to categorize previous works. Weak connections between the modeling paradigm implemented and the interaction methods, lack of spatial faithfulness, ergonomic concerns and the need for quantitative metrics to compare objectively the data resulting from different testing sessions across the various studies are the main issues identified. In order to get concrete evidence of such thoughts, an experimental session has been devised with users from different backgrounds. They were asked to make conceptual sketches of a computer mouse in a traditional fashion, i.e. with pen and paper, and using two off-the-shelf Virtual Reality applications, based on 3D sketching and 3D sculpting respectively. The results are discussed qualitatively by visually comparing the sketches made by the testers, enriched by information deducted by surveying the users before and after the experiments. By comparing the sketches made by each user with the three procedures, preliminary results indicate that VR systems don't bring dramatic improvements compared to traditional 2D sketching tools. Furthermore, despite being enjoyable, VR systems caused physical fatigue, which is a problem that basically does not affect 2D sketching. Despite the size of the sample cannot provide statistical evidence, the outcomes provided good indications about the technology readiness level of Virtual Reality as a conceptual design tool, paving the way for future research directions.