Multivariate data analysis (4th ed.): with readings
Multivariate data analysis (4th ed.): with readings
Measurement errors in multivariate measurement scales
Journal of Multivariate Analysis
The Experience of Presence: Factor Analytic Insights
Presence: Teleoperators and Virtual Environments
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Group play: determining factors on the gaming experience in multiplayer role-playing games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The movement patterns and the experiential components of virtual environments
International Journal of Human-Computer Studies
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This study introduces a psychological measurement model for analyzing involvement and presence in digital game context. These two constructs are both theoretically and methodologically well developed in their own fields. The components forming these two constructs are psychologically relevant to our understanding of the evolvement of a user experience in digital gaming. The measurement model is tested with a large data (n=2182) collected from a web-based questionnaire and laboratory experiments among PC and console players. The results show that these two psychological constructs can be extracted from interactive game environments. It is also shown that involvement and presence are different dimensions of a larger psychological entity that describes the way the players adapt themselves psychologically into a game- world.