To study the impact of different levels of immersion, We are looking at select games or VR content. To choose the VR content, are there any metrics quantifying the level of immersion.
In our Lab, we measure immersion by examining the participants survey responses to the VR scenarios. Please see attachment. We have adapted the Jennett et al., 2008 survey. (Please notice the reference at the bottom of the survey). You are more than welcome to use it. Each item is rated from 1-5, and each item can be treated as it own subscale/level.
Alternatively, you can develop your own measure by leveraging questions from previous studies (citing the authors work of course) to customize your own survey. You will also need to run additional statistics to verify the reliability of the survey you would have created (e.g., Cronbach's alpha).
Hi, I have used several questionnaires to measure immersion, presence, sense of orienta etc, all described in my thesis. You can read more about it here
Thesis Doctoral Dissertation: "User interfaces for human-robot inte...
we can further discuss should you need any clarification on my work.
at this moment, there is no immersion rating site similar to ESRB.
I do not believe the Structured self-report methods such as questionnaires are reliable for measuring immersion. I would rather neurodesign methods. You can measure EEG signals or galvanic skin response. For example, check this article
Neural Correlate of Spatial Presence in an Arousing and Noninteractive Virtual Reality: An EEG and Psychophysiology Study
In my research, I am using flow state (Csíkszentmihályi) as a measurement of immersion, capturing multiple data, from observations, video recording, heartrate and also a questionaire. It is based off the flow state scale: https://positivepsychology.com/how-to-measure-flow-scales-questionnaires/
Traditionally, the media form is responsible for immersion, not the media content. The level of immersion depends on how much the user processes the stimuli that come from the virtual space, and not from the real one. Presence, engagement, and involvement depend on the media content. At least, this terminology is used in the study of the human factor in VR.
Chiming in a bit late to the conversation (but hopefully useful to other readers), but to start the conversation, you first need to define what you mean by immersion. Are you talking about immersion as a form of technology (i.e.., the Slater and colleagues camp) and what Nataly was alluding to, or are you talking about immersion as a psychological factor (i.e., I feel immersed in this move/book/game because of the narrative, characters). If its the latter and you believe it has psychological factors, then as others have offered, the IPQ, Jennett et al.'s work (2008?), or Nilsson et al., 2016 offer a good pathway forward. Nilsson's work is interesting in that they try to combine technological and psychological factors into a 3-part model (i.e., technology, flow/challenge, and narrative).
However, if you think that immersion is relegated to technology alone (i.e., "Immersion refers to a systems’ technological capabilities for delivering extensive, surrounding displays across human sensory modalities" (GM, unpublished manuscript), then as far as I'm aware, there are few such scholarly works. You're best bet may be to look at Cummins and Bailenson (2015) where they review immersion via meta-analysis and offer some bins or categories that may direct or influence your line of inquiry.
Hope that helps.
-Greg
p.s.
It should be noted that the idea/conceptual definition of immersion as technology capabilities is from Slater and Wilbur (1997). They outline immersion capabilities as: Inclusive, Extensive, Surrounding, and Vividness. They also include self-contained narratives (what they call 'plot' or story-lines), although I'd argue that should be excluded and conceptually placed into another bin, separate from immersion (technology).