The psychology of immersion and development of a quantitative measure of immersive response in games

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dc.contributor.advisor Kirakowski, Jurek en Curran, Noirin 2013-04-29T16:38:18Z 2013-04-29T16:38:18Z 2013 2013
dc.identifier.citation Curran, N. 2013. The psychology of immersion and development of a quantitative measure of immersive response in games. PhD Thesis, University College Cork. en
dc.identifier.endpage 415
dc.description.abstract This study sets out to investigate the psychology of immersion and the immersive response of individuals in relation to video and computer games. Initially, an exhaustive review of literature is presented, including research into games, player demographics, personality and identity. Play in traditional psychology is also reviewed, as well as previous research into immersion and attempts to define and measure this construct. An online qualitative study was carried out (N=38), and data was analysed using content analysis. A definition of immersion emerged, as well as a classification of two separate types of immersion, namely, vicarious immersion and visceral immersion. A survey study (N=217) verified the discrete nature of these categories and rejected the null hypothesis that there was no difference between individuals' interpretations of vicarious and visceral immersion. The primary aim of this research was to create a quantitative instrument which measures the immersive response as experienced by the player in a single game session. The IMX Questionnaire was developed using data from the initial qualitative study and quantitative survey. Exploratory Factor Analysis was carried out on data from 300 participants for the IMX Version 1, and Confirmatory Factor Analysis was conducted on data from 380 participants on the IMX Version 2. IMX Version 3 was developed from the results of these analyses. This questionnaire was found to have high internal consistency reliability and validity. en
dc.format.mimetype application/pdf en
dc.language.iso en en
dc.publisher University College Cork en
dc.rights © 2013, Noirin Curran en
dc.rights.uri en
dc.subject Immersion en
dc.subject Psychology en
dc.subject Games en
dc.subject Measure en
dc.subject Immersive response en
dc.subject.lcsh Video games--Psychological aspects. en
dc.subject.lcsh Computer games--Psychological aspects. en
dc.subject.lcsh Factor analysis en
dc.title The psychology of immersion and development of a quantitative measure of immersive response in games en
dc.type Doctoral thesis en
dc.type.qualificationlevel Doctoral en
dc.type.qualificationname PhD (Arts) en
dc.internal.availability Full text available en Please note that Chapters 4,5,6,7 (pp.74-277) and Appendices (pp.316-397) of this thesis are unavailable due to a restriction requested by the author. en 10000-01-01 en
dc.description.version Accepted Version
dc.description.status Not peer reviewed en Applied Psychology en
dc.check.reason This thesis is due for publication or the author is actively seeking to publish this material en
dc.check.opt-out Not applicable en
dc.thesis.opt-out false *
dc.check.chapterOfThesis 4,5,6,7 (pp.74-277) and Appendices (pp. 316-397). Partial embargo indefinitely.
dc.check.embargoformat E-thesis on CORA only en
ucc.workflow.supervisor *

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© 2013, Noirin Curran Except where otherwise noted, this item's license is described as © 2013, Noirin Curran
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