Imagine That! Imaginative Suggestibility Affects Presence in Virtual Reality

Crescent Jicol, Christopher Clarke, Emilia Tor, Hiu Lam Yip, Jinha Yoon, Chris Bevan, Hugh Bowden, Elisa Brann, Kirsten Cater, Richard Cole, Quinton Deeley, Esther Eidinow, Eamonn O'Neill, Christof Lutteroth, Michael Proulx

Research output: Chapter or section in a book/report/conference proceedingChapter in a published conference proceeding

1 Citation (SciVal)
154 Downloads (Pure)


Personality characteristics can affect how much presence an individual experiences in virtual reality, and researchers have explored how it may be possible to prime users to increase their sense of presence. A personality characteristic that has yet to be explored in the VR literature is imaginative suggestibility, the ability of an individual to successfully experience an imaginary scenario as if it were real. In this paper, we explore how suggestibility and priming affect presence when consulting an ancient oracle in VR as part of an educational experience - a common VR application. We show for the first time how imaginative suggestibility is a major factor which affects presence and emotions experienced in VR, while priming cues have no effect on participants' (n=128) user experience, contrasting results from prior work. We consider the impacts of these findings for VR design and provide guidelines based on our results.

Original languageEnglish
Title of host publicationCHI '23
Subtitle of host publicationProceedings of the 2023 CHI Conference on Human Factors in Computing Systems
Place of PublicationNew York, United States
PublisherAssociation for Computing Machinery
Number of pages11
ISBN (Electronic)9781450394215
Publication statusPublished - 19 Apr 2023
Event2023 CHI Conference on Human Factors in Computing Systems, CHI 2023 - Hamburg, Germany
Duration: 23 Apr 202328 Apr 2023

Publication series

NameConference on Human Factors in Computing Systems - Proceedings


Conference2023 CHI Conference on Human Factors in Computing Systems, CHI 2023

Bibliographical note

Funding Information:
This work was supported and funded by The Virtual Reality Oracle Project (VRO; AH/T004673/1) and the Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA 2.0; EP/T022523/1) at the University of Bath.


  • imaginative suggestibility
  • presence
  • priming
  • virtual reality

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design
  • Software


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