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Testing the social presence aspect of the multimodal presence scale in a virtual reality game

Abstract

Presence is a key variable in virtual reality (VR), however, it is a complex variable consisting of different aspects. The Multimodal Presence Scale (MPS) by Makransky, Lilleholt, and Aaby was developed to measure physical, social and self-presence. But how well can it actually detect changes in one aspect of presence, and differentiate between different aspects of presence? To answer these questions, we use a German translation of the MPS in an experiment with a VR game with 45 participants. We examine social presence – the sense of being with another – specifically, and compare three conditions (abstraction levels) that should differ in the degree of social presence, but not in other aspects of presence. Results indicate that the MPS is reliable and useful for measuring social presence, while still correlating strongly with presence overall.

Original languageEnglish
Title of host publicationMuC'19: Proceedings of Mensch und Computer 2019
EditorsFlorian Alt, Andreas Bulling, Tanja Döring
Number of pages5
Place of PublicationNew York
PublisherACM
Publication date08.09.2019
Pages433–437
ISBN (Print)978-145037198-8
DOIs
Publication statusPublished - 08.09.2019
EventMensch und Computer 2019
- Hamburg, Germany
Duration: 08.09.201911.09.2019

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