Answers are grounded in this paper and cite their sources.
Self-presence in virtual reality is the degree to which a user identifies with their avatar, which increases the sense of reality and immersion. This study aims to validate the Self-Presence Questionnaire (SPQ), developed by Ratan and Hasler (2009). The original 23 items of the SPQ scale were translated and back-translated by a counseling expert fluent in both Korean and English and cross-reviewed. Exploratory factor analysis was conducted using data from 575 college students to determine the number of sub-factors, and the construct validity of the model was verified using Exploratory Structural Equation Modeling. As a result, the Korean version of the SPQ compromized three factors: 'Physical', 'Emotional', and 'Identity' self-presence, with a total of 23 items. Criterion, discriminant, and cross-validity of the completed scale were verified with high level of reliability. Finally, the significance of the research results, limitations, and suggestions for future studies were discussed.
No takes yet. Share an insight, caveat, or question.
Shin et al. (2024) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: