• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

将游戏沉浸感问卷扩展至在线用户。

Extending the game immersion questionnaire to online users.

作者信息

Dombrovskis Valērijs, Ļevina Jeļena, Ruža Aleksejs

机构信息

Business Department, RISEBA University of Applied Sciences, Riga, Latvia.

Latvian Prison Administration, Riga, Latvia.

出版信息

Front Psychol. 2025 Feb 11;16:1473821. doi: 10.3389/fpsyg.2025.1473821. eCollection 2025.

DOI:10.3389/fpsyg.2025.1473821
PMID:40008335
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11850392/
Abstract

INTRODUCTION

The Game Immersion Questionnaire (GIQ) serves as a tool for evaluating immersion within the realm of online gaming. Immersion is a crucial psychological state experienced by users interacting with digital environments, influencing their engagement, engrossment, and total involvement. While the original GIQ was structured around seven first-order factors and three second-order factors, its applicability beyond gaming contexts remains unexplored. This study extends the GIQ to capture the immersion experiences of a more expansive cohort of online users beyond gamers.

METHODS

The extended GIQ was administered to a cohort of active internet users from Latvia ( = 227), aged 13 to 65 (M = 26.6, SD = 8.4), with 53.7% identifying as female, 33% as male, and 13.2% as nonbinary. Factor analysis was conducted to examine the structure of the extended questionnaire and validate its applicability to a broader range of online users.

RESULTS

Factor analysis revealed three first-order factors - Engagement, Engrossment, and Total Immersion - that together form a global second-order factor named the Level of Immersion in the Digital Environment. These findings align with the original hierarchical structure of the GIQ while extending its relevance to a wider population of online users.

DISCUSSION

The extended GIQ provides insights into the immersion experiences of a diverse range of online users across various digital environments. By adapting the GIQ for broader use, this study contributes to the understanding of immersion beyond gaming and supports its application in different online contexts.

摘要

引言

游戏沉浸问卷(GIQ)是一种用于评估在线游戏领域中沉浸感的工具。沉浸是用户在与数字环境交互时所体验到的一种关键心理状态,会影响他们的参与度、专注度和全身心投入程度。虽然最初的GIQ是围绕七个一阶因素和三个二阶因素构建的,但其在游戏情境之外的适用性仍未得到探索。本研究扩展了GIQ,以捕捉除游戏玩家之外更广泛的在线用户群体的沉浸体验。

方法

将扩展后的GIQ应用于来自拉脱维亚的227名活跃互联网用户样本,年龄在13至65岁之间(M = 26.6,标准差 = 8.4),其中53.7%为女性,33%为男性,13.2%为非二元性别。进行因子分析以检验扩展后问卷的结构,并验证其对更广泛在线用户群体的适用性。

结果

因子分析揭示了三个一阶因素——参与度、专注度和完全沉浸度——它们共同构成了一个名为数字环境沉浸水平的全局二阶因素。这些发现与GIQ的原始层次结构一致,同时将其相关性扩展到更广泛的在线用户群体。

讨论

扩展后的GIQ为不同数字环境中各类在线用户的沉浸体验提供了见解。通过使GIQ适用于更广泛的用途,本研究有助于理解游戏之外的沉浸感,并支持其在不同在线情境中的应用。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a33f/11850392/d6b0061356c0/fpsyg-16-1473821-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a33f/11850392/d6b0061356c0/fpsyg-16-1473821-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a33f/11850392/d6b0061356c0/fpsyg-16-1473821-g001.jpg

相似文献

1
Extending the game immersion questionnaire to online users.将游戏沉浸感问卷扩展至在线用户。
Front Psychol. 2025 Feb 11;16:1473821. doi: 10.3389/fpsyg.2025.1473821. eCollection 2025.
2
A latent profile approach for classifying internet gamers based on motives for online gaming.基于在线游戏动机的网络玩家分类的潜在剖面分析方法。
J Behav Addict. 2023 Feb 10;12(1):148-158. doi: 10.1556/2006.2022.00092. Print 2023 Mar 30.
3
Influence of Avatar Identification on the Attraction of Virtual Reality Games: Survey Study.Avatar 识别对虚拟现实游戏吸引力的影响:调查研究。
JMIR Form Res. 2024 Oct 22;8:e56704. doi: 10.2196/56704.
4
From game engagement to craving responses - The role of gratification and compensation experiences during video-gaming in casual and at-risk gamers.从游戏参与到渴望反应——在休闲玩家和有风险玩家的电子游戏过程中满足感和补偿体验的作用。
Addict Behav Rep. 2023 Nov 30;18:100520. doi: 10.1016/j.abrep.2023.100520. eCollection 2023 Dec.
5
Established risk factors for addiction fail to discriminate between healthy gamers and gamers endorsing DSM-5 Internet gaming disorder.成瘾的既定风险因素无法区分健康玩家和认可《精神疾病诊断与统计手册》第五版(DSM-5)中网络游戏障碍的玩家。
J Behav Addict. 2017 Dec 1;6(4):516-524. doi: 10.1556/2006.6.2017.074. Epub 2017 Nov 13.
6
Korean validation of the Motives for Online Gaming Questionnaire: Focusing on its factor structure and incremental validity.《网络游戏动机问卷》的韩国验证:关注其因子结构和增量有效性。
Addict Behav. 2021 Nov;122:107019. doi: 10.1016/j.addbeh.2021.107019. Epub 2021 Jun 13.
7
The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey.精神症状与网络成瘾问题之间游戏动机的中介作用:一项在线调查
J Med Internet Res. 2015 Apr 7;17(4):e88. doi: 10.2196/jmir.3515.
8
Prevalence and Correlates of Internet Gaming Problem among Internet Users: Results from an Internet Survey.互联网用户中网络成瘾问题的流行率及其相关因素:一项互联网调查的结果。
Ann Acad Med Singap. 2016 May;45(5):174-83.
9
From active escapism to virtual withdrawal: Validation of the Compensatory-Dissociative Online Gaming scales (C-DOGs).从主动逃避现实到虚拟退缩:补偿性解离在线游戏量表(C-DOGs)的验证
J Behav Addict. 2024 Nov 26;13(4):1028-1050. doi: 10.1556/2006.2024.00059. Print 2024 Dec 30.
10
The Role of Self-Control Dimensions, Game Motivation, Game Genre, and Game Platforms in Gaming Disorder: Cross-Sectional and Longitudinal Findings.自我控制维度、游戏动机、游戏类型和游戏平台在游戏障碍中的作用:横断面研究与纵向研究结果
Psychol Res Behav Manag. 2023 Nov 22;16:4749-4777. doi: 10.2147/PRBM.S435125. eCollection 2023.

本文引用的文献

1
Classification of Emotional and Immersive Outcomes in the Context of Virtual Reality Scene Interactions.虚拟现实场景交互中情感与沉浸感结果的分类
Diagnostics (Basel). 2023 Nov 13;13(22):3437. doi: 10.3390/diagnostics13223437.
2
Measuring social desirability bias in a multi-ethnic cohort sample: its relationship with self-reported physical activity, dietary habits, and factor structure.测量多民族队列样本中的社会期望偏差:与自我报告的身体活动、饮食习惯的关系及其因子结构。
BMC Public Health. 2023 Mar 1;23(1):415. doi: 10.1186/s12889-023-15309-3.
3
Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge.
电子游戏中的沉浸感与心流:概念挑战的后续影响
Front Psychol. 2018 Sep 5;9:1682. doi: 10.3389/fpsyg.2018.01682. eCollection 2018.
4
Sample Size in Factor Analysis: The Role of Model Error.因子分析中的样本量:模型误差的作用。
Multivariate Behav Res. 2001 Oct 1;36(4):611-37. doi: 10.1207/S15327906MBR3604_06.
5
Effects of virtual environment platforms on emotional responses.虚拟环境平台对情绪反应的影响。
Comput Methods Programs Biomed. 2014 Mar;113(3):882-93. doi: 10.1016/j.cmpb.2013.12.024. Epub 2014 Jan 7.