Rabindra A. Ratan Self-Presence Standardized: Introducing the Self-Presence Questionnaire (SPQ) Rabindra Ayyan Ratan, University of Southern California Béatrice Hasler, University of Zurich Rabindra A. Ratan Overview • • • • • • Why Self-Presence? Holistic Self Self-Presence, Defined Self-Presence Questionnaire (SPQ) Reliability and Validity Tests The Future (i.e., plea for your use) Rabindra A. Ratan Self Representation and the Self Rabindra A. Ratan The Holistic Self Rabindra A. Ratan Self-Presence, broadly defined the extent to which the holistic self is relevant during media use. Note: mediated self not necessarily digital, but digital mediated self is the focus at this early stage of the theory Rabindra A. Ratan Specific definitions • Proto self-presence is defined as “the extent to which a mediated self-representation is integrated into body schema.” • Core self-presence is defined as “the extent to which mediated interactions between a selfrepresentation and mediated objects cause emotional responses.” • Extended self-presence is defined as “the extent to which some aspect of a self-representation is related to some aspect of personal identity.” Rabindra A. Ratan Self-Presence Questionnaire Example Proto self-presence Questions: • When using your avatar, to what extent do you feel like your arm is elongated into the game/virtual environment? • When playing the game/using the virtual environment, how much do you feel your avatar is a part of your body? Proto self-presence is defined as “the extent to which a mediated selfrepresentation is integrated into body schema.” Rabindra A. Ratan Self-Presence Questionnaire Example Core self-presence Questions: • When happy events happen to your avatar, to what extent do you feel happy? • When scary events happen to your avatar, to what extent do you feel scared? Core self-presence is defined as “the extent to which mediated interactions between a self-representation and mediated objects cause emotional responses.” Rabindra A. Ratan Self-Presence Questionnaire Example Extended self-presence Questions (note changed from pilot study to full study): • To what extent is your avatar’s appearance related to some aspect of your identity? • To what extent is your avatar’s race related to some aspect of your personal identity? Extended self-presence is defined as “the extent to which some aspect of a self-representation is related to some aspect of personal identity.” Rabindra A. Ratan Reliability Test • Pilot study (N = 31) – student groups in a virtual world • Full Study (N = 360) – email survey to online gamers • Factor Analysis (both studies) – 3 distinct factors aligned with 3 levels in the theory • Correlation Analysis (both studies) – Each factor significantly correlated (~.4) with the other two, as the holistic nature of self suggests. Rabindra A. Ratan Validity Tests • (pilot study) Extended self-presence correlated with – avatar design time • Consistent with the theory – Note: measure changed from pilot to full study • Proto and Core self-presence correlated with – (pilot) Appreciation of virtual world experience • Positive finding, not strong validity check though – (pilot and full study) Social presence • Explained by individual diffs in media richness experience • Validates theory. Rabindra A. Ratan Validity Tests • (full study) MMO players compared to FPS players – Higher extended self-presence • More social, identity-relevant – validates theory – Higher core self-presence • Wider range of activities and thus emotions – validates theory – Lower proto self-presence • Slower-paced, less reliance on reaction time – validates theory Rabindra A. Ratan Future Validity Tests • Proto self-presence – Natural vs symbolic interfaces • Core self-presence – Emotional (physio) response vs avatar relevancy • Extended self-presence – Character identification – Avatar design effort (# of words/button clicks) Rabindra A. Ratan Future Application • Any study with a mediated self-representation – – – – – – – Proteus Effect (Yee, et al., 2009) Health-related behaviors (Fox, et al., 2009) Racial bias (Groom, et al., 2009) Gender-related activities in MMOs (Yee, et al., 2007) Feelings of interactivity (Jin, 2009) Multitasking performance (Ratan, et al., 2007) And of course, PRESENCE!! (Weibel, Wissmath, Habegger, Steiner,& Groner, 2008) • Please consider applying self-presence to your work – Check www.self-presence.com for the most recent SPQ Rabindra A. Ratan Future Self Increasing use, blurring the line between physical and mediated self Thank you!