Immersive tendencies and presence in virtual reality: Spanish adaptation of the ITQ and IPQ, and their relationship with suggestibility and cybersickness
摘要
Virtual Reality (VR) is increasingly used across diverse fields, with proven utility for behavioral outcomes such as learning, training, and treatment. Presence and immersion are central to understanding the VR user experience and the effectiveness of VR applications. Self-report measures are commonly used in VR evaluation due to their ease of use and utility to assess subjective lived experiences. Two of the most widely used questionnaires are the Immersive Tendencies Questionnaire (ITQ) and the Igroup Presence Questionnaire (IPQ). Despite their extensive use, important validity issues remain. The present study aimed to translate and validate an abbreviated 10-item version of the ITQ and the IPQ for use in Spain. A sample of 288 participants (Mage = 23.38; 53.8% women) completed the questionnaires. Confirmatory factor analysis supported the original two-factor structure of the ITQ-10, comprising focus and involvement. For the IPQ, the three-factor model—involvement, realness, and spatial presence—showed good fit and outperformed alternative CFA models. However, comparisons between average variance extracted and shared variance revealed limited discriminant validity among the IPQ factors, particularly between spatial presence and realness. McDonald’s omega coefficients indicated acceptable reliability for most subscales (ITQ-10: 0.53–0.77; IPQ: 0.54–0.86). Moreover, significant and theoretically consistent correlations were found between ITQ and IPQ factors and measures of suggestibility and cybersickness, providing evidence of concurrent validity. Implications for research and recommendations to strengthen the reliability of these scales are discussed.