Polska adaptacja Kwestionariusza Presence Igroup
PDF (English)

Słowa kluczowe

poczucie bycia obecnym
walidacja psychometryczna
IPQ
wirtualne środowiska
kwestionariusz
wirtualna rzeczywistość

Jak cytować

Strojny, P., Lipp, N., & Strojny, A. (2023). Polska adaptacja Kwestionariusza Presence Igroup. Homo Ludens, (1(15), 177–202. https://doi.org/10.14746/HL.2022.15.10

Abstrakt

Poczucie bycia obecnym to kluczowy konstrukt w badaniach nad wirtualnymi środowiskami, a w szczególności nad wirtualną rzeczywistością – najpopularniejszym typem takich środowisk. Poczucie bycia obecnym ma wpływ na efektywność symulacji. W celu stworzenia polskiej wersji Kwestionariusza Presence Igroup (IPQ-PL) oryginalne narzędzie zostało przetłumaczone i użyte w badaniu ankietowym (n = 245) testującym strukturę i związki z innymi konstruktami. Wyniki wskazują, że IPQ-PL można uznać za trafne narzędzie do pomiaru poczucia bycia obecnym i wykorzystywać w badaniach na polskich próbach.

https://doi.org/10.14746/HL.2022.15.10
PDF (English)

Finansowanie

This work was co-financed by the Polish National Centre for Research and Development under the grant “Widespread Disaster Simulator – research and preparation for implementation” (the Smart Growth Operational Programme, sub-measure 1.1.1. Industrial research and development work implemented by enterprises) received by Nano Games Sp. z o.o.

Bibliografia

Alexander, AL., Brunyé, T., Sidman, J., & Weil, S. A. (2005). From gaming to training: A review of studies on fidelity, immersion, presence, and buy-in and their effects on transfer in pc-based simulations and games. DARWARS Training Impact Group 5, 1–14.

Alsina-Jurnet, I., & Gutiérrez-Maldonado, J. (2010). Influence of personality and individual abilities on the sense of presence experienced in anxiety triggering virtual environments. International Journal of Human-Computer Studies, 68(10), 788–801. DOI: https://doi.org/10.1016/j.ijhcs.2010.07.001

Anderson, JC., & Gerbing, DW. (1984). The effect of sampling error on convergence, improper solutions, and goodness-of-fit indices for maximum likelihood confirmatory factor analysis. Psychometrika 49(2), 155–173. DOI: https://doi.org/10.1007/BF02294170

Barrett, P. (2007). Structural equation modelling: Adjudging model fit. Personality and Individual Differences, 42(5), 815–824. DOI: https://doi.org/10.1016/j.paid.2006.09.018

Berkman, M. I., & Çatak, G. (2021). I-group Presence Questionnaire: Psychometrically revised English version. Mugla Journal of Science and Technology, 7, 1–10. DOI: https://doi.org/10.22531/muglajsci.882271

Blascovich, J., Loomis, J., Beall, A. C., Swinth, K. R., Hoyt, C. L., & Bailenson, J. N. (2002). Immersive virtual environment technology as a methodological tool for social psychology. Psychological Inquiry, 13(2), 103–124. DOI: https://doi.org/10.1207/S15327965PLI1302_01

Browne, M. W., & Cudeck, R. (1993). Alternative ways of assessing model fit. Sociological Methods and Research, 21(2), 230–258. DOI: https://doi.org/10.1177/0049124192021002005

Brown, S., Ladeira, I., Winterbottom, C., & Blake, E. (2003). The effects of mediation in a storytelling virtual environment. Lecture Notes in Computer Science, 2879, 102–111. DOI: https://doi.org/10.1007/978-3-540-40014-1_13

Brzeziński, J. (2004). Metodologia danych psychologicznych. Warszawa: PWN.

Chevalier, A., Maury, A., & Fouquereau, N. (2013). The influence of the search complexity and the familiarity with the website on the subjective appraisal of aesthetics, mental effort and usability. Behaviour and Information Technology, 33(2), 117–132. DOI: https://doi.org/10.1080/0144929X.2013.819936

Carlin, A. S., Hoffman, H. G., & Weghorst, S. (1997). Virtual reality and tactile augmentation in the treatment of spider phobia: A case report. Behaviour Research and Therapy, 35(2), 153–158. DOI: https://doi.org/10.1016/S0005-7967(96)00085-X

Diemer, J., Alpers, G. W., Peperkorn, H. M., Shiban, Y., & Mühlberger, A. (2015). The impact of perception and presence on emotional reactions: A review of research in virtual reality. Frontiers in psychology, 6. DOI: https://doi.org/10.3389/fpsyg.2015.00026

Dotsch, R., & Wigboldus, D. H. J. (2008). Virtual prejudice. Journal of Experimental Social Psychology, 44, 1194–1198. DOI: https://doi.org/10.1016/j.jesp.2008.03.003

Fromberger, P., Jordan, K., & Müller, J. L. (2018). Virtual reality applications for diagnosis, risk assessment and therapy of child abusers. Behavioral Sciences and the Law, 36(2), 235–244. DOI: https://doi.org/10.1002/bsl.2332

Hendrix, C. M. (1994). Exploratory studies on the sense of presence in virtual environments as a function of visual and auditory display parameters. Unpublished Master’s thesis. University of Washington.

Hodges, L. F., Kooper, R., Meyer, T. C., De Graaff, J. J. H, Rothbaum, B. O., Opdyke, D., Williford, J., & North, M. M. (1994). Presence as the defining factor in a VR application: Virtual reality graded exposure in the treatment of acrophobia. GVU Center Technical Reports. Online:<https://smartech.gatech.edu/handle/1853/3584>. Date of access: 21 June 2022.

Hu, L. T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling: A Multidisciplinary Journal, 6(1), 1–55. DOI: https://doi.org/10.1080/10705519909540118

Hyun, J., Habuchi, Y., Park, A., Ishikawa, T., Kourogi, M., & Kurata, T. (2010). Service-field simulator using MR techniques: Behavior comparison in real and virtual environments. Proceedings of the 20th International Conference on Artificial Reality and Telexistence (ICAT2010) (pp. 14–21).

Jackson, S. A., & Eklund, R. C. (2004). The flow scale manual. Morgantown: Fitness Information Technology.

Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66(9), 641–661. DOI: https://doi.org/10.1016/j.ijhcs.2008.04.004

Kim, T., & Biocca, F. (1997). Telepresence via television: Two dimensions of telepresence may have different connections to memory and persuasion. Journal of Computer-Mediated Communication, 3(2), JCMC325. DOI: https://doi.org/10.1111/j.1083-6101.1997.tb00073.x

Klinger, E., Bouchard, S., Légeron, P., Roy, S., Lauer, F., Chemin, I., & Nugues, P. (2005). Virtual reality therapy versus cognitive behavior therapy for social phobia: A preliminary controlled study. Cyberpsychology and Behavior, 8(1), 76–88. DOI: https://doi.org/10.1089/cpb.2005.8.76

Krijn, M., Emmelkamp, P. M., Biemond, R., de Ligny, C. D. W., Schuemie, M. J., & van der Mast, C. A. (2004). Treatment of acrophobia in virtual reality: The role of immersion and presence. Behaviour Research and Therapy, 42(2), 229–239. DOI: https://doi.org/10.1016/S0005-7967(03)00139-6

Konarski, R. (2009). Modele równań strukturalnych: teoria i praktyka. Warszawa: Wydawnictwo Naukowe PWN.

Lessiter, J., Freeman, J., Keogh, E., & Davidoff, J. (2001). A cross-media presence questionnaire: The ITC-Sense of Presence Inventory. Presence: Teleoperators and Virtual Environments, 10(3), 282–297. DOI: https://doi.org/10.1162/105474601300343612

Lipp, N., Sterna, R., Dużmańska-Misiarczyk, N., Strojny, A., Poeschl-Guenther, S., & Strojny, P. (2021). VR Realism Scale: Revalidation of contemporary VR headsets on a Polish sample. PloS one, 16(12), e0261507. DOI: https://doi.org/10.1371/journal.pone.0261507

Lombard, M., Biocca, F., Freeman, J., IJsselsteijn, W., & Schaevitz, R. J. (2015).

Immersed in media: Telepresence theory, measurement and technology. Springer.

Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2), JCMC321. DOI: https://doi.org/10.1111/j.1083-6101.1997.tb00072.x

Lin, J. W., Duh, H. B. L., Parker, D. E., Abi-Rached, H., & Furness, T. A. (2002). Effects of field of view on presence, enjoyment, memory, and simulator sickness in a virtual environment. Virtual Reality 2002 Proceedings IEEE (pp. 164 –171). DOI: https://doi.org/10.1109/VR.2002.996519

Miles, J., & Shevlin, M. (2007). A time and a place for incremental fit indices. Personality and Individual Differences, 42(5), 869–874. DOI: https://doi.org/10.1016/j.paid.2006.09.022

Panahi Shahri, M., Fathi Ashtiani, A., Azad Fallah, P., & Montazer, G. H. A. (2009). Reliability and validity of Igroup Presence Questionnaire (IPQ). Journal of Behavioral Sciences, 3(1): 27–34.

Parsons, T. D., Gaggioli, A., & Riva, G. (2017). Virtual reality for research in social neuroscience. Brain sciences, 7(4). DOI: https://doi.org/10.3390/brainsci7040042

Poeschl, S., & Doering, N. (2013). The German VR Simulation Realism Scale: Psychometric construction for Virtual Reality applications with virtual humans. Annual Review of Cybertherapy and Telemedicine, 11, 33–37. DOI: https://doi.org/10.1037/t85277-000

Price, M., Mehta, N., Tone, E. B., & Anderson, P. L. (2011). Does engagement with exposure yield better outcomes? Components of presence as a predictor of treatment response for virtual reality exposure therapy for social phobia. Journal of Anxiety Disorders, 25(6), 763–770. DOI: https://doi.org/10.1016/j.janxdis.2011.03.004

Regenbrecht, H. T., Schubert, T. W., & Friedmann, F. (1998). Measuring the sense of presence and its relations to fear of heights in virtual environments. International Journal of Human-Computer Interaction, 10(3), 233–249. DOI: https://doi.org/10.1207/s15327590ijhc1003_2

Rigdon, E. E. (1996). CFI versus RMSEA: A comparison of two fit indexes for structural equation modeling. Structural Equation Modeling. A Multidisciplinary Journal, 3(4), 369–379. DOI: https://doi.org/10.1080/10705519609540052

Ryan, R. M., & Deci, E. L. (2017). Self-determination theory: Basic psychological needs in motivation, development, and wellness. Guilford Publications. DOI: https://doi.org/10.1521/978.14625/28806

Ryan, R. M., Rigby, C. S., & Przybylski, A. K. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 347–364. DOI: https://doi.org/10.1007/s11031-006-9051-8

Schwind, V., Knierim, P., Haas, N., & Henze, N. (2019, May). Using presence questionnaires in virtual reality. In Proceedings of the 2019 CHI conference on human factors in computing systems (pp. 1–12). DOI: https://doi.org/10.1145/3290605.3300590

Schubert, T., Friedmann, F., & Regenbrecht, H. (2001). The experience of presence: Factor analytic insights. Presence: Teleoperators and Virtual Environments, 10(3), 266–281. DOI: https://doi.org/10.1162/105474601300343603

Schuemie, M. J., Van Der Straaten, P., Krijn, M., & Van Der Mast, C. A. (2001). Research on presence in virtual reality: A survey. CyberPsychology and Behavior, 4(2), 183–201. DOI: https://doi.org/10.1089/109493101300117884

Seymour, N. E., Gallagher, A. G., Roman, S. A., O’Brien, M. K., Bansal, V. K., Andersen, D. K., & Satava, R. M. (2002). Virtual reality training improves operating room performance: Results of a randomized, double-blinded study. Annals of Surgery, 236(4), 458. DOI: https://doi.org/10.1097/00000658-200210000-00008

Skarbez, R., Brooks, Jr, F. P., & Whitton, M. C. (2017). A survey of presence and related concepts. ACM Computing Surveys (CSUR), 50(6), 1–39. DOI: https://doi.org/10.1145/3134301

Slater, M. (1999). Measuring presence: A response to the Witmer and Singer presence questionnaire. Presence, 8(5), 560–565. DOI: https://doi.org/10.1162/105474699566477

Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549–3557. DOI: https://doi.org/10.1098/rstb.2009.0138

Slater, M., & Usoh, M. (1994). Body centred interaction in immersive virtual environments. Artificial life and virtual reality, 1, 125–148.

Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616. DOI: https://doi.org/10.1162/pres.1997.6.6.603

So, H. J., & Brush, T. A. (2008). Student perceptions of collaborative learning, social presence and satisfaction in a blended learning environment: Relationships and critical factors. Computers and Education, 51(1), 318–336. DOI: https://doi.org/10.1016/j.compedu.2007.05.009

Sousa, V. D., & Rojjanasrirat, W. (2011). Translation, adaptation and validation of instruments or scales for use in cross-cultural health care research: A clear and user‐friendly guideline. Journal of Evaluation in Clinical Practice, 17(2), 268–274. DOI: https://doi.org/10.1111/j.1365-2753.2010.01434.x

Steed, A., Slater, M., Sadagic, A., Bullock, A., & Tromp, J. (1999). Leadership and collaboration in shared virtual environments. Virtual Reality Proceedings IEEE (pp. 112–115). DOI: https://doi.org/10.1109/VR.1999.756941

Stevens, J. A., & Kincaid, J. P. (2015). The relationship between presence and performance in virtual simulation training. Open Journal of Modelling and Simulation, 3(02). DOI: https://doi.org/10.4236/ojmsi.2015.32005

Strojny, P., & Strojny, A. (2014). Kwestionariusz immersji–polska adaptacja i empiryczna weryfikacja narzędzia. Homo Ludens, 1(6), 171–185.

Strojny, P., & Strojny, A. (2016). Czy piękno gry ma znaczenie? Związek estetyki klasycznej i ekspresyjnej z zaangażowaniem w grę wideo.

Annales Universitatis Paedagogicae Cracoviensis. Studia Psychologica, 9, 35–41.

Tabachnick, B. G., Fidell, L. S., & Osterlind, S. J. (2001). Using multivariable statistics. Google Scholar.

Tomczak, M., & Hornowska, E. (2012). Stan optymalnego zaangażowania (flow) a style radzenia sobie w sytuacjach stresowych u osób uprawiających sport. Wychowanie Fizyczne i Sport, 56(2), 111–118.

Towell, J., & Towell, E. (1997). Presence in text-based networked virtual environments or “MUDS”. Presence: Teleoperators and Virtual Environments, 6(5), 590–595. DOI: https://doi.org/10.1162/pres.1997.6.5.590

Vasconcelos-Raposo, J., Bessa, M., Melo, M., Barbosa, L., Rodrigues, R., Teixeira, CM., Cabral, L., & Sousa, A. A. (2016). Adaptation and validation of the Igroup Presence Questionnaire (IPQ) in a Portuguese sample. Presence: Teleoperators and Virtual Environments, 25(3), 191–203. DOI: https://doi.org/10.1162/PRES_a_00261

Vorderer, P., Wirth, W., Gouveia, FR., Biocca, F., Saari, T., Jäncke, F., Böcking, S., Schramm, H., Gysbers, A., Hartmann, T., Klimmt, C., Laarni, J., Ravaja, N., Sacau, A., Baumgartner, T., & Jäncke, P. (2004). MEC Spatial Presence Questionnaire (MEC-SPQ): Short documentation and instructions for application. Report to the European Community, Project Presence: MEC (IST-2001-37661).

Weber, S., Weibel, D., & Mast, F. W. (2021). How to get there when you are there already? Defining presence in virtual reality and the importance of perceived realism. Frontiers in psychology, 12. DOI: https://doi.org/10.3389/fpsyg.2021.628298

Weech, S., Kenny, S., & Barnett-Cowan, M. (2019). Presence and cybersickness in virtual reality are negatively related: a review. Frontiers in psychology, 10. DOI: https://doi.org/10.3389/fpsyg.2019.00158

Witmer, BG., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225–240. DOI: https://doi.org/10.1162/105474698565686