Joe Cutting, Myat Aung, Francis Perrett, Paul Cairns
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引用次数: 0
摘要
数字游戏是一种主要的娱乐形式,也是HCI研究人员越来越感兴趣的内容。与生产力应用不同,游戏的主要结果是它所提供的体验,而这种体验的一个关键方面便是沉浸感。沉浸感可以使用沉浸体验问卷(IEQ)来测量(Jennett et al., 2008),然而这个量表是在16年前使用过时的方法开发的,它的长度(31个项目)使得它不适合使用多种量表或按分钟收费的招聘平台的研究。为了解决这个问题,我们运用项目反应理论和开放科学实践开发了一种新的沉浸式体验问卷简短形式(IEQ-SF)。我们进行了大规模的因子分析,并开发了一个包含11个条目的候选短文表,这些条目代表了涉入、现实世界分离和挑战的子因子。该量表随后通过四项研究进行了验证,这些研究使用了开放科学提供的现有数据和一项新的验证研究。人们发现,简写形式的功能与最初的IEQ非常相似。我们还提供了开发短格式量表的最佳实践指南,并通过OSF提供了该量表开发过程中使用的所有分析脚本和数据。
The development and validation of the Immersion Experience Questionnaire Short Form (IEQ-SF)
Digital games are a dominant form of entertainment and of increasing interest to HCI researchers. Unlike productivity applications, the chief outcome of a game is the experience it provides and one of the key aspects of that experience is the feeling of immersion. Immersion can be measured using the Immersion Experience Questionnaire (IEQ) (Jennett et al., 2008), however this scale was developed over 16 years ago using outdated methods and its length (31 items) makes it unsuited for studies which use multiple scales or recruitment platforms which charge by the minute. To address this, we used item response theory and open science practices to develop a new Immersion Experience Questionnaire Short Form (IEQ-SF). We performed a large-scale factor analysis and developed a candidate short-form with 11-items which represent the subfactors of Involvement, Real-World Dissociation and Challenge. This scale was then validated with four studies using a mix of existing data available through Open Science and a new validation study. The short-form was found to function very similarly to the original IEQ. We also provide best practice guidelines for development of short form scales, and through OSF, all analysis scripts and data used during this scale development.
期刊介绍:
The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities.
Research areas relevant to the journal include, but are not limited to:
• Innovative interaction techniques
• Multimodal interaction
• Speech interaction
• Graphic interaction
• Natural language interaction
• Interaction in mobile and embedded systems
• Interface design and evaluation methodologies
• Design and evaluation of innovative interactive systems
• User interface prototyping and management systems
• Ubiquitous computing
• Wearable computers
• Pervasive computing
• Affective computing
• Empirical studies of user behaviour
• Empirical studies of programming and software engineering
• Computer supported cooperative work
• Computer mediated communication
• Virtual reality
• Mixed and augmented Reality
• Intelligent user interfaces
• Presence
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