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

dc.check.chapterOfThesis4,5,6,7 (pp.74-277) and Appendices (pp. 316-397). Partial embargo indefinitely.
dc.check.date10000-01-01en
dc.check.embargoformatE-thesis on CORA onlyen
dc.check.infoPlease 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
dc.check.opt-outNot applicableen
dc.check.reasonThis thesis is due for publication or the author is actively seeking to publish this materialen
dc.contributor.advisorKirakowski, Jureken
dc.contributor.authorCurran, Noirin
dc.date.accessioned2013-04-29T16:38:18Z
dc.date.available2013-04-29T16:38:18Z
dc.date.issued2013
dc.date.submitted2013
dc.description.abstractThis 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.description.statusNot peer revieweden
dc.description.versionAccepted Version
dc.format.mimetypeapplication/pdfen
dc.identifier.citationCurran, 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.endpage415
dc.identifier.urihttps://hdl.handle.net/10468/1102
dc.language.isoenen
dc.publisherUniversity College Corken
dc.rights© 2013, Noirin Curranen
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/en
dc.subjectImmersionen
dc.subjectPsychologyen
dc.subjectGamesen
dc.subjectMeasureen
dc.subjectImmersive responseen
dc.subject.lcshVideo games--Psychological aspects.en
dc.subject.lcshComputer games--Psychological aspects.en
dc.subject.lcshFactor analysisen
dc.thesis.opt-outfalse*
dc.titleThe psychology of immersion and development of a quantitative measure of immersive response in gamesen
dc.typeDoctoral thesisen
dc.type.qualificationlevelDoctoralen
dc.type.qualificationnamePhD (Arts)en
ucc.workflow.supervisorcora@ucc.ie*
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