Evidence map›Paper›PMID 40008335›Full record

ArticleFrontiers in psychology2025

Extending the game immersion questionnaire to online users.

Valērijs Dombrovskis, Jeļena Ļevina, Aleksejs Ruža

Abstract read
In one paragraph

Article in Frontiers in psychology, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Valērijs DombrovskisBusiness Department, RISEBA University of Applied Sciences, Riga, Latvia.
Jeļena ĻevinaLatvian Prison Administration, Riga, Latvia.
Aleksejs RužaPsychology Department, Daugavpils University, Daugavpils, Latvia.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction: 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. Methods: The extended GIQ was administered to a cohort of active internet users from Latvia ( Results: 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. Discussion: 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.

Indexed as

digital immersionengagementengrossmentlevels of immersiononline userstotal immersion

Identifiers

PMID40008335
PMCPMC11850392

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.