BibTex RIS Kaynak Göster

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Yıl 2015, Cilt: 11 Sayı: 1, 0 - , 22.04.2015

Öz

The aim of this study is to examine the validity and reliability of the Turkish version of the Gaming Motivation Scale (GAMS; Lafrenière, Verner-Filion, & Vallerand, 2012). Participants were 400 university students from Sakarya University. The results of the exploratory factor analysis indicated that the original structure of the scale consisting 18 items and 6 factors (intrinsic motivation, integrated regulation, identiŞed regulation, introjected regulation, external regulation, amotivation) was replicated. Six factors accounted for the 79,77 % of the total variance. The results of confirmatory factor analysis indicated that, among the five competing models, the model with 18 items and six factors and two error covariances was the best and fitted the data in an acceptable level (= 363,34, sd= 118, RMSEA= .072, NNFI= .94, CFI= .95, GFI= .91, and SRMR=.038). The internal consistency coefficients of six subscales were .84, .89, .85, .87, .88, and .76, respectively. Overall findings demonstrated that this scale had high validity and reliability scores and that it may be used as an instrument in order to assess gaming motivations about video games, having adequate levels of validity and reliability

Kaynakça

  • Brown, M., & Cudeck, R. (1993). Alternative ways of assessing model fit. In: K. A. Bollen & J.
  • S. Long (Eds.), Testing structural equation models (s. 136-162). Beverly Hills, CA: Sage. Büyüköztürk, Ş. (2012). Sosyal bilimler için veri analizi el kitabı. (17. Baskı), Ankara: Pegem Akademi Yayınları.
  • Byrne, B. M., & Campbell, T. L. (1999). Cross-cultural comparisons and the presumption of equivalent measurement and theoretical structure: a look beneath the surface. Journal of
  • Cross-Cultural Psychology, 30, 555-574. Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. New York: Plenum.
  • Deci, E. L., & Ryan, R. M. (2000). The ‘‘what’’ and ‘‘why’’ of goal pursuit: Human needs and the self-determination of behavior. Psychological Inquiry, 11, 227-268.
  • Deci, E. L., Ryan, R. M., & Williams, G. C. (1996). Need satisfaction and the self-regulation of learning. Learning and Individual Differences, 8, 165-183.
  • Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., & Harmath, E. (2011). Why do you play ? The development of the motives for online gaming questionnaire (MOCQ). Behavior Research Methods, 43, 814-825.
  • Elliott, L., Golub, A., Ream, G., & Dunlap, E.(2012). Video game genre as a predictor of problem use. Cyberpsychology, Behavior, and Social Networking, 15(3), 155-161.
  • Griffiths, M. D. (2009). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8, 119-125.
  • Guay, F., Mageau, G. A., & Vallerand, R. J. (2003). On the hierarchical structure of self- determined motivation: A test of top-down, bottom-up, reciprocal, and horizonal effects.
  • Personality and Social Psychology Bulletin, 29, 992-1004.
  • Hu, L. T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structural analysis: Conventional criteria versus new alternatives. Structural Equation Modeling, 6, 1
  • Kline, P. (2000). Handbook of psychological testing (2. Bs.). London: Routledge.
  • Kruglanski, A. W. (1978). Endogenous attribution and intrinsic motivation. In D. Greene & M.
  • R. Lepper (Eds.), The hidden costs of reward. Erlbaum Pub: Hillsdale, NJ. Kuss, D. J., Reinout, J. L., & Wiers, W. (2012). Online Gaming Addiction? Motives Predict
  • Addictive Play Behavior in Massively Multiplayer Online Role-Playing. Cyberpsychology, Behavior, and Social Networking, 15(9), 480-485. Lafrenière, M.-A. K., Verner-Filion, J., & Vallerand R. J., (2012). Development and validation of the Gaming Motivation Scale (GAMS). Personality and Individual Differences, 53, 827-8
  • Marsh, H. W., Hau, K. T., Artelt, C., Baumert, J., & Peschar, J. L. (2006). OECD’s brief self- report measure of educational psychology’s most useful affective constructs: Cross- cultural, psychometric comparisons across 25 countries. International Journal of Testing, 6(4), 311-360.
  • Peters, C., & Malesky, L. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. Cyberpsychology and Behavior, 11, 481-4
  • Ryan, R., & Deci, E. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55, 68-78.
  • Schermelleh-Engel, K., ve Moosbrugger, H., (2003). Evaluating the fit of structural equation models: Tests of significance and descriptive goodness-of-fit measures. Methods of
  • Psychological Research Online, 8(2), 23-74. Shin, M., Heard, R., Suo, C., & Chow, C. M. (2012). Positive emotions associated with
  • “Counter-Strike” game playing. Games for Health Journal, 1(5), 342-347. Tabachnick, B. G., & Fidell, L. S. (2007). Using multivariate statistics(5th Edition). Boston: Pearson.
  • Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively- multiuser online graphical environments. Presence: Teleoperators and Virtual Environments, 15, 309-329.

Oyun Motivasyonu Ölçeği’nin Geçerliği ve Güvenirliği

Yıl 2015, Cilt: 11 Sayı: 1, 0 - , 22.04.2015

Öz

Bu araştırmanın amacı Oyun Motivasyonu Ölçeği’nin (OMÖ; Lafrenière, Verner-Filion, & Vallerand, 2012) Türkçe formunun geçerlik ve güvenirliğini incelemektir. Araştırma 400 üniversite öğrencisi üzerinden yürütülmüştür. Ölçeğin yapı geçerliği için uygulanan doğrulayıcı faktör analizi sonucunda 18 maddenin altı boyutta toplandığı (İçsel Motivasyon, Bütünleşme, Kimliğe katma, İçe yansıtma, Dışsal düzenleme, Motivasyonsuzluk) altı boyutlu modelin iyi uyum verdiği görülmüştür (x²= 320.39, sd= 117, RMSEA= .066, NFI= .94, NNFI= .95, CFI= .96, IFI= .96, GFI= .92, and SRMR=.042). Ölçeğin iç tutarlılık güvenirlik katsayıları altı alt boyut için sırasıyla .84, .89, .85, .87, .88 ve .76 olarak bulunmuştur. Araştırmanın sonuçları ölçeğin Türkçe formunun bireylerin video oyunlarını oynamaya yönelik motivasyonlarını değerlendirmede kullanılabilecek geçerli ve güvenilir bir ölçme aracı olduğunu göstermektedir.

Kaynakça

  • Brown, M., & Cudeck, R. (1993). Alternative ways of assessing model fit. In: K. A. Bollen & J.
  • S. Long (Eds.), Testing structural equation models (s. 136-162). Beverly Hills, CA: Sage. Büyüköztürk, Ş. (2012). Sosyal bilimler için veri analizi el kitabı. (17. Baskı), Ankara: Pegem Akademi Yayınları.
  • Byrne, B. M., & Campbell, T. L. (1999). Cross-cultural comparisons and the presumption of equivalent measurement and theoretical structure: a look beneath the surface. Journal of
  • Cross-Cultural Psychology, 30, 555-574. Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. New York: Plenum.
  • Deci, E. L., & Ryan, R. M. (2000). The ‘‘what’’ and ‘‘why’’ of goal pursuit: Human needs and the self-determination of behavior. Psychological Inquiry, 11, 227-268.
  • Deci, E. L., Ryan, R. M., & Williams, G. C. (1996). Need satisfaction and the self-regulation of learning. Learning and Individual Differences, 8, 165-183.
  • Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., & Harmath, E. (2011). Why do you play ? The development of the motives for online gaming questionnaire (MOCQ). Behavior Research Methods, 43, 814-825.
  • Elliott, L., Golub, A., Ream, G., & Dunlap, E.(2012). Video game genre as a predictor of problem use. Cyberpsychology, Behavior, and Social Networking, 15(3), 155-161.
  • Griffiths, M. D. (2009). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8, 119-125.
  • Guay, F., Mageau, G. A., & Vallerand, R. J. (2003). On the hierarchical structure of self- determined motivation: A test of top-down, bottom-up, reciprocal, and horizonal effects.
  • Personality and Social Psychology Bulletin, 29, 992-1004.
  • Hu, L. T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structural analysis: Conventional criteria versus new alternatives. Structural Equation Modeling, 6, 1
  • Kline, P. (2000). Handbook of psychological testing (2. Bs.). London: Routledge.
  • Kruglanski, A. W. (1978). Endogenous attribution and intrinsic motivation. In D. Greene & M.
  • R. Lepper (Eds.), The hidden costs of reward. Erlbaum Pub: Hillsdale, NJ. Kuss, D. J., Reinout, J. L., & Wiers, W. (2012). Online Gaming Addiction? Motives Predict
  • Addictive Play Behavior in Massively Multiplayer Online Role-Playing. Cyberpsychology, Behavior, and Social Networking, 15(9), 480-485. Lafrenière, M.-A. K., Verner-Filion, J., & Vallerand R. J., (2012). Development and validation of the Gaming Motivation Scale (GAMS). Personality and Individual Differences, 53, 827-8
  • Marsh, H. W., Hau, K. T., Artelt, C., Baumert, J., & Peschar, J. L. (2006). OECD’s brief self- report measure of educational psychology’s most useful affective constructs: Cross- cultural, psychometric comparisons across 25 countries. International Journal of Testing, 6(4), 311-360.
  • Peters, C., & Malesky, L. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. Cyberpsychology and Behavior, 11, 481-4
  • Ryan, R., & Deci, E. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55, 68-78.
  • Schermelleh-Engel, K., ve Moosbrugger, H., (2003). Evaluating the fit of structural equation models: Tests of significance and descriptive goodness-of-fit measures. Methods of
  • Psychological Research Online, 8(2), 23-74. Shin, M., Heard, R., Suo, C., & Chow, C. M. (2012). Positive emotions associated with
  • “Counter-Strike” game playing. Games for Health Journal, 1(5), 342-347. Tabachnick, B. G., & Fidell, L. S. (2007). Using multivariate statistics(5th Edition). Boston: Pearson.
  • Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively- multiuser online graphical environments. Presence: Teleoperators and Virtual Environments, 15, 309-329.
Toplam 23 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Ahmet Akın

Çınar Kaya Bu kişi benim

İbrahim Demirci

Yayımlanma Tarihi 22 Nisan 2015
Yayımlandığı Sayı Yıl 2015 Cilt: 11 Sayı: 1

Kaynak Göster

APA Akın, A., Kaya, Ç., & Demirci, İ. (2015). Oyun Motivasyonu Ölçeği’nin Geçerliği ve Güvenirliği. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 11(1). https://doi.org/10.17860/efd.71814

The content of the Mersin University Journal of the Faculty of Education is licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.