Research Article
Immersion in Computer Games: The Role of Spatial Presence and Flow
Table 4
Presence and Flow: principal axis factoring*.
| Factor | | 1 | 2 | A priori classification | Item | | |
| | Somehow I felt that the virtual world surrounded me. | .052 | .605 | | I felt like I was just perceiving pictures (inverse coded). | .139 | .286 | Presence | I did not feel present in the virtual space (inverse coded). | .007 | .408 | | I had a sense of acting in the virtual space, rather than operating something from outside. | .045 | .814 | | I felt present in the virtual space. | .063 | .904 |
| | I knew what I had to do each step of the way. | .542 | .020 | | The right thoughts/movements occurred of their own accord. | .724 | .084 | | I felt that I had everything under control. | .734 | .064 | | I had no difficulty concentrating. | .567 | .098 | | My mind was completely clear. | .723 | .086 | Flow | My thoughts/activities were running fluidly and smoothly. | .885 | .146 | | I was totally absorbed in what I was doing. | .362 | .111 | | I felt just the right amount of challenge. | .287 | ā.001 | | I was completely lost in thought. | .335 | .015 |
| | I did not notice the time passing. | .298 | .123 |
| % of variance explained | | 24.7 | 18.0 |
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*Rotation method: varimax with Kaiser normalisation. Note: values less than 0.4 are suppressed.
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