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.. Restriction lift date: 10000-01-01
The psychology of immersion and development of a quantitative measure of immersive response in games
dc.check.chapterOfThesis | 4,5,6,7 (pp.74-277) and Appendices (pp. 316-397). Partial embargo indefinitely. | |
dc.check.date | 10000-01-01 | en |
dc.check.embargoformat | E-thesis on CORA only | en |
dc.check.info | 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 |
dc.check.opt-out | Not applicable | en |
dc.check.reason | This thesis is due for publication or the author is actively seeking to publish this material | en |
dc.contributor.advisor | Kirakowski, Jurek | en |
dc.contributor.author | Curran, Noirin | |
dc.date.accessioned | 2013-04-29T16:38:18Z | |
dc.date.available | 2013-04-29T16:38:18Z | |
dc.date.issued | 2013 | |
dc.date.submitted | 2013 | |
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.description.status | Not peer reviewed | en |
dc.description.version | Accepted Version | |
dc.format.mimetype | application/pdf | en |
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.identifier.uri | https://hdl.handle.net/10468/1102 | |
dc.language.iso | en | en |
dc.publisher | University College Cork | en |
dc.rights | © 2013, Noirin Curran | en |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/ | 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.thesis.opt-out | false | * |
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 |
ucc.workflow.supervisor | cora@ucc.ie | * |
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