A unified conceptual model of immersive experience in extended reality

The term "immersion" is frequently used to describe and evaluate technologies within the field of extended reality (XR), which encompasses virtual, augmented, and mixed reality. Over the past few decades, extensive research has been conducted on immersion. However, there remains a lack of consistency in how the term is defined and applied in the literature. Additionally, there is no clear and consistent conceptual hierarchy of related terms across different measurement models. To address these issues, this paper explores the multidimensionality of immersion, as well as associated concepts such as presence and involvement. From this, a unified conceptual model of immersive experience is proposed for future studies in XR. The model defines physical presence, social presence, self presence and involvement as the core dimensions of an immersive experience, which arise from sensorimotor, task/motor and narrative engagement. Plausibility, interactivity, and interestingness are identified as key properties of immersive systems and content that fascilitate engagement, each of which is influenced by subjective factors: internal reference, skills/knowledge and personal preference, respectively. This model provides a comprensive framework for researchers to measure immersive experiences more consistently and build a coherent body of research in XR. • The core dimensions of an immersive experience are physical, social presence, self presence and involvement. • The preconditions for these dimensions are sensorimotor engagement, task/motor engagement, and narrative engagement. • Plausibility, interactivity, and interestingness are key properties of immersive systems and content. • The aforementioned properties are influenced by users' internal references, personal preferences, and skills/knowledge.

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Publication Details

Journal
Computers in Human Behavior Reports
Published
2025-04-02
DOI
https://doi.org/10.1016/j.chbr.2025.100663
Citations
21
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
40.66
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article

A unified conceptual model of immersive experience in extended reality

Hyunkook Lee
21 citations
Computers in Human Behavior Reports
Virtual Reality Applications and Impacts
40.66
article

A unified conceptual model of immersive experience in extended reality

Hyunkook Lee
article en
21 citations

Abstract

The term "immersion" is frequently used to describe and evaluate technologies within the field of extended reality (XR), which encompasses virtual, augmented, and mixed reality. Over the past few decades, extensive research has been conducted on immersion. However, there remains a lack of consistency in how the term is defined and applied in the literature. Additionally, there is no clear and consistent conceptual hierarchy of related terms across different measurement models. To address these issues, this paper explores the multidimensionality of immersion, as well as associated concepts such as presence and involvement. From this, a unified conceptual model of immersive experience is proposed for future studies in XR. The model defines physical presence, social presence, self presence and involvement as the core dimensions of an immersive experience, which arise from sensorimotor, task/motor and narrative engagement. Plausibility, interactivity, and interestingness are identified as key properties of immersive systems and content that fascilitate engagement, each of which is influenced by subjective factors: internal reference, skills/knowledge and personal preference, respectively. This model provides a comprensive framework for researchers to measure immersive experiences more consistently and build a coherent body of research in XR. • The core dimensions of an immersive experience are physical, social presence, self presence and involvement. • The preconditions for these dimensions are sensorimotor engagement, task/motor engagement, and narrative engagement. • Plausibility, interactivity, and interestingness are key properties of immersive systems and content. • The aforementioned properties are influenced by users' internal references, personal preferences, and skills/knowledge.

Computers in Human Behavior ReportsVol. 18
University of Huddersfield (GB)
Openalex Percentile: Top 0%
Virtual Reality Applications and Impacts
40.66
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