Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video 2019
DOI: 10.1145/3317697.3323361
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Development of a Questionnaire to Measure Immersion in Video Media

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Cited by 48 publications
(20 citation statements)
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“…Participants also recorded the viewing context (which room they watched in, whether they watched alone, which screen they used, etc.). We also collected qualitative data concerning the viewing experience, combining questions from the Immersive Experience Questionnaire for Film and TV (Film IEQ) (Rigby et al, 2016(Rigby et al, , 2019 and additional questions that allowed us to explore, for instance, participants' affective states. Steiner and Xu (2018) suggested the attentiveness spectrum to analyze the binge-watching experience instead of the dichotomous active-passive viewing on which the U&G approach is based.…”
Section: Tools and Materialsmentioning
confidence: 99%
See 1 more Smart Citation
“…Participants also recorded the viewing context (which room they watched in, whether they watched alone, which screen they used, etc.). We also collected qualitative data concerning the viewing experience, combining questions from the Immersive Experience Questionnaire for Film and TV (Film IEQ) (Rigby et al, 2016(Rigby et al, , 2019 and additional questions that allowed us to explore, for instance, participants' affective states. Steiner and Xu (2018) suggested the attentiveness spectrum to analyze the binge-watching experience instead of the dichotomous active-passive viewing on which the U&G approach is based.…”
Section: Tools and Materialsmentioning
confidence: 99%
“…The observation of viewers' levels of attention (see Barreda, 2013) and immersion (see Rigby et al, 2019) that this article offers is only exploratory. For an accurate analysis of those components, validated questionnaires could be used in combination with physiological data (e.g.…”
Section: Limitations and Future Researchmentioning
confidence: 99%
“…These questionnaires are all widely used and, as would be hoped, show significant agreement (Denisova et al, 2016). Immersion is an aspect of engagement and has been defined as the sense of being highly engrossed in a mediated experience across multiple dimensions (Rigby et al, 2019). Brown and Cairns (2004) interviewed game players and found a common experience known as immersion, described by players as "When you stop thinking about the fact that you're playing a computer game and you're just in a computer.…”
Section: Introductionmentioning
confidence: 98%
“…(Heutte et al, 2014) Flow 12 11 Reading Flow Short Scale (RFSS) (Thissen et al, 2018) Flow 8 12 EGameFlow (EGF) (Fu et al, 2009) Game/Flow 42 13 Immersion in the Narrative Game Questionnaire (INGQ) (Qin et al, 2009) Game 27 14 Game Engagement Questionnaire (GEQ) (Brockmyer et al, 2009) Game 15 User Engagement Scale (UES) (O'Brien & Toms, 2013;Wiebe et al, 2014) Game 31 16 Game Experience Questionnaire (GExQ) (IJsselsteijn et al, 2013) Game 40 17 Game Immersion Questionnaire (GIQ) (Cheng et al, 2015) Game 14 18 Transportation Scale (Green & Brock, 2000) Narrative 11 19 Identification Scale (J. Cohen, 2001) Narrative 10 20 Narrative Engagement Scale (NES) (Busselle & Bilandzic, 2009) Narrative 12 21 State Empathy Scale (SES) (Shen, 2010) Narrative 12 22 Story World Absorption Scale (SWAS) (Kuijpers et al, 2014) Narrative 18 23 Film Immersion Questionnaire (FIQ) (Jennett et al, 2008;Rigby et al, 2019) Narrative 24…”
Section: Selection Of Sources Of Evidencementioning
confidence: 99%