The DOI matches its Crossref record; 33 of the 34 references it cites were found in a registry or an index.
Development and validation of the Multimodal Presence Scale for virtual reality environments: A confirmatory factor analysis and item response theory approach
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“Furthermore, the CAMIL distinguishes between three different dimensions of presence including physical, social, and self-presence (Lee 2004;Makransky et al. 2017).”
From The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality (2021) · cites this paper as Makransky et al. 2017
Citations
Cites
Hu, L., & Bentler, P. M. (1999) · Structural Equation Modeling A Multidisciplinary Journal · doi:10.1080/10705519909540118 · Cited by 108,788
Confirmatory factor analysis for applied research
Brown, T. A. (2007) · Choice Reviews Online · doi:10.5860/choice.44-2769 · Cited by 15,621
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Measuring Presence in Virtual Environments: A Presence Questionnaire
Witmer, B. G., & Singer, M. J. (1998) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474698565686 · Cited by 6,371
Defining virtual reality: Dimensions determining telepresence
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A Rasch model for partial credit scoring
Masters, G. N. (1982) · Psychometrika · doi:10.1007/bf02296272 · Cited by 3,782
The Experience of Presence: Factor Analytic Insights
Schubert, T., Friedmann, F., & Regenbrecht, H. (2001) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474601300343603 · Cited by 2,303
Muthén, B. (1984) · Psychometrika · doi:10.1007/bf02294210 · Cited by 2,029
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1 of the 34 references couldn’t be matched to a known paper.
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Items 401–424 of 424
Méndez, G. S., Barranco-Merino, R., Martín, A. V., & Bermúdez-González, G. (2026) · Virtual Reality · doi:10.1007/s10055-026-01416-0
Schrader, C., Diekmann, C., Kunz, M., Albrecht, A., Hansen, C., & Schott, D. (2026) · Computers & Education X Reality · doi:10.1016/j.cexr.2026.100172
Todoko, M. T. K., Chipunza, C., Dzansi, L. W., & Adewumi, S. A. (2026) · Management Dynamics in the Knowledge Economy · doi:10.2478/mdke-2026-0011
NumbersPlayRoom VR: a serious game for supporting numerical cognition in primary school children
Fietta, V., Gaggi, O., Gatto, S., & Noro, M. (2026) · Virtual Reality · doi:10.1007/s10055-026-01418-y
“This approach is critical for students with learning or self-regulation difficulties, who need constant guidance to avoid disengagement (Wang et al. 2024 ; Makransky et al. 2017).”
Tang, J., & Wang, F. (2026) · Frontiers in Psychology · doi:10.3389/fpsyg.2026.1903870
“…a fixed property of a tool but something constructed through a learner’s own sustained, responsive interaction; more engaged communicative practice—turn-taking, meaning negotiation, feedback-seeking—affords more of the cues from which a sense of a present partner is built (Makransky et al., 2017).”
InfluentialLin, X., Norman, H., Kamsin, I. F., Yang, H., Xu, N., & Zhang, W. (2026) · Education and Information Technologies · doi:10.1007/s10639-026-14098-7
Schnittstelle Technologie und Wissenschaft
Mundorf, A., Peterburs, J., & Ocklenburg, S. (2026) · Springer eBooks · doi:10.1007/978-3-662-73259-5_14
Roßkopf, S., Kroczek, L. O. H., Wechsler, T., Stärz, F., Blau, M., van de Par, S., & Mühlberger, A. (2026) · Computers in Human Behavior · doi:10.1016/j.chbah.2026.100371
Torma, G., Peschel, A. O., Krogsgaard-Jensen, N. M., Niazi, K. A. K., Victoria, M., & Aschemann‐Witzel, J. (2026) · Environmental Science & Policy · doi:10.1016/j.envsci.2026.104472
Laine, T. H., Zhou, Y., Kim, E., & Park, S. (2026) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2026.103917
Chu, X., & Dai, H. (2026) · Educational Psychology · doi:10.1080/01443410.2026.2717335
What Makes Virtual Crowds Feel Real? Sound, Sociality, and Movement in Virtual Reality
Bönsch, A., Koska, J., Kühlem, K. W., Puika, A. S., & Kuhlen, T. (2026) · ACM Symposium on Applied Perception · doi:10.1145/3821409.3821465
Phase-Based Latency Mitigation in LLM-Driven VR Agents
Kühlem, K. W., Zhou, Y., Kuhlen, T., & Bönsch, A. (2026) · ACM Symposium on Applied Perception · doi:10.1145/3821409.3833886
Abraham, Y. S., Olanipekun, O. I., Sharma, D. K., Chen, J., Nnaji, C. A., & Akanmu, A. A. (2026) · ASCE Construction Research Congress (CRC) · doi:10.1061/9780784486993.064
Gao, G., Lynch, G., Finnegan, D. J., Dias, N. V., & Barathi, S. C. (2026) · Frontiers in Virtual Reality · doi:10.3389/frvir.2026.1897543
Yang, F., He, Y., Tang, H., Zhang, C., Li, Y., Li, W., & Shao, Y. (2026) · Sustainability · doi:10.3390/su18178841
Christ, O., Ettlin, A., Meier, P. V., Duchêne, P., Hügli, P., Adam, S., & Gut, S. (2026) · Multimodal Technologies and Interaction · doi:10.3390/mti10090089 · Cited by 2
“…the scenario together both inside and outside the headset—plausibly increased participants’ sense of co-presence with peers and instructor [22], which in turn may explain the elevated behavioral intention observed for this condition, echoing our own prior observation that trainees who…”
Petersen, G. B., Santoso, M., Fauville, G., Hancock, J. T., & Bailenson, J. N. (2026) · Computers & Education X Reality · doi:10.1016/j.cexr.2026.100181
“Social presence was a six-item measure ( α = .86) adapted from Makransky et al. (2017) rated on a Likert scale ranging from 1 (strongly disagree) to 5 (strongly agree).”
Face Value: Cultural Orientations and Facial Expressions in Social Virtual Reality
Lin, J. T., Lee, Y.-H., Hsieh, J.-H. (., & Yang, J.-W. (2026) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2026.2725467
Kroczek, L. O. H., Roidl, M., Lingnau, A., & Zimmermann, M. (2026) · Psychonomic Bulletin & Review · doi:10.3758/s13423-026-03001-7
“Additionally, participants completed the physical presence subdomain of the multimodal presence scale (MPS; Makransky et al., 2017) to measure their subjective feeling of presence for each virtual environment.”
Natale, A. F. D., Bartolotta, S., Riva, G., Malighetti, C., Gaggioli, A., & Villani, D. (2026) · Interactive Learning Environments · doi:10.1080/10494820.2026.2732231
L2 Vocabulary Learning Through Virtual Reality: Effects of Affective and Cognitive Variables
Jiang, H., 周官玉, Schwieter, J. W., & Jiao, L. (2026) · Behavioral Sciences · doi:10.3390/bs16101939
Designing Multimodal Haptics to Communicate Emotional Support Intentions in Human–Agent InteractionPreprint
Sun, G., Wang, W., Deng, Y., Wu, Q., & Zheng, R. (2026) · SSRN Electronic Journal · doi:10.2139/ssrn.7669353
Lorandi, M., Mandolfo, M., & Noci, G. (2026) · Journal of Destination Marketing & Management · doi:10.1016/j.jdmm.2026.101179
Metadata
- Authors
- Makransky, G., Lilleholt, L., & Aaby, A.
- Affiliations
- University of Southern Denmark (DK)
- Corresponding author
- Makransky, Guido
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2017-07
- Volume
- 72
- Pages
- 276-285
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2594825291
- Cited by
- 424
- References
- 34
- Citations by year
- 2026: 76 · 2025: 78 · 2024: 78 · 2023: 54 · 2022: 47 · 2021: 38 · 2020: 19 · 2019: 22 · 2018: 10 · 2017: 2
- FWCI
- 17.91
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers in Human Behavior (publishedVersion)
- Research at the University of Copenhagen (University of Copenhagen) (publishedVersion)
- University of Southern Denmark Research Portal (University of Southern Denmark) (publishedVersion)
- Funders
- Innovation Fund Denmark
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
- Social Sciences › Education › Online and Blended Learning
- Keywords
- presence, virtual reality, physical presence, social presence, self-presence, scale development, psychometric validation, item response theory, virtual reality learning, medical students, biology students
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