Dombrovskis Valērijs, Ļevina Jeļena, Ruža Aleksejs
Business Department, RISEBA University of Applied Sciences, Riga, Latvia.
Latvian Prison Administration, Riga, Latvia.
Front Psychol. 2025 Feb 11;16:1473821. doi: 10.3389/fpsyg.2025.1473821. eCollection 2025.
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.
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.
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.
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.
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。
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。
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。
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。