Date of Award
9-2019
Document Type
Thesis
Degree Name
Master of Arts in Communication Studies
Department
Communication Studies
First Reader/Committee Chair
Ahlam Muhtaseb
Abstract
Over the past few years, video games have served as a catalyst for virtual reality (VR) technology to become more accessible to the average consumer, resulting in an increased interest in VR’s potential applications across several disciplines. To best capitalize on these applications, however, researchers require a thorough understanding of the user’s experience in virtual environments. And while many studies on VR experiences tend to focus on presence, video games offer another angle of approach: immersion. This study uses both qualitative and quantitative methods to examine the relationships between the VR experience of presence and the gaming experience of immersion. First, a focus group of individuals with VR gaming experience explored variables impacting presence. Then a survey questionnaire consisting of items from the multimodal presence scale (MPS), Jennett et al.’s (2008) immersion questionnaire, and the focus group was distributed online. Finally, the collected data was analyzed using factor analysis and linear regression to explore the relationships between presence and immersion. Results of the analysis identified involvement to be an important factor impacting a user’s perceived presence in a VR gaming experience.
Recommended Citation
Adame, Andre, "Fully Immersed, Fully Present: Examining the User Experience Through the Multimodal Presence Scale and Virtual Reality Gaming Variables" (2019). Electronic Theses, Projects, and Dissertations. 918.
https://scholarworks.lib.csusb.edu/etd/918