Journals / Spor Bilimleri Dergisi / 2025 / Cilt: 36 Sayı: 4

Gameful Experience Questionnaire: Validity and Reliability in Turkish Culture

Oyunsal Deneyim Ölçeği: Türk Kültüründe Geçerlik ve Güvenirlik Çalışması

Buket Aydemir(İstanbul Yeni Yüzyıl Üniversitesi, Spor Bilimleri Fakültesi, Rekreasyon Bölümü)0000-0001-9567-5382
Zekai Pehlevan(MERSİN ÜNİVERSİTESİ, SPOR BİLİMLERİ FAKÜLTESİ)0000-0003-4532-2508
Hüseyin Gümüş(MERSİN ÜNİVERSİTESİ, SPOR BİLİMLERİ FAKÜLTESİ)0000-0003-4059-3640
Pages
322–332
Publication Date
2025-12-05
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

The research revealed that the Turkish version of the Gameful Experience Questionnaire provides valid and reliable results.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:The aim of this study is to adapt the Gameful Experience Questionnaire (GAMEFULQUEST) developed by Högberg et al. (2019) to Turkish culture and to test the validity and reliability.
📊
Key Findings & Data:In this regard, the scale items were translated into the Turkish language using the back-translation method, and then data were collected from 617 participants (X̄ = 35.78 ± 9.93), with 523 males (X̄ = 35.79 ± 9.94) and 94 females (X̄ = 35.72 ± 9.88) actively using gamified physical activity applications including Strava, Garmin, Nike Run Club and Adidas Running.
💡
Conclusion & Impact:The research revealed that the Turkish version of the Gameful Experience Questionnaire provides valid and reliable results.
🔬Design:Survey & Empirical Study
📍Scope:2019 Verileri
⚙️Variables:Oyunlaştırma · Oyunsal deneyim · Fiziksel aktivite

Abstract

The aim of this study is to adapt the Gameful Experience Questionnaire (GAMEFULQUEST) developed by Högberg et al. (2019) to Turkish culture and to test the validity and reliability. In this regard, the scale items were translated into the Turkish language using the back-translation method, and then data were collected from 617 participants (X̄ = 35.78 ± 9.93), with 523 males (X̄ = 35.79 ± 9.94) and 94 females (X̄ = 35.72 ± 9.88) actively using gamified physical activity applications including Strava, Garmin, Nike Run Club and Adidas Running. The 7-point Likert-type scale had 7 factors with 56 items. Consistent with the original scale, the factors were named as accomplishment, challenge, competition, guided, immersion, playfulness, and social experience. Confirmatory factor analysis results for construct validity were consistent with the 7-factor structure of the original scale. The goodness of fit values were χ²/df = 2.964, CFI = .906, TLI = .901, RMSEA = .056, and SRMR = .055. The standardized factor loadings of the scale items ranged between .55 and .90. AVE and CR values showed that the scale had convergent validity (AVE > .56, CR > .90, CR > AVE). In addition, the correlation coefficients between the factors ranged between .48 and .79. The Heterotrait-Monotrait (HTMT) criterion was used to test the divergent validity of the scale, and the HTMT values below .90 indicated that the factors differed from each other; thus, the divergent validity of the scale was achieved. Cronbach’s alpha coefficients for the factors ranged between .90 and .95 while CR values ranged between .91 and .95. The research revealed that the Turkish version of the Gameful Experience Questionnaire provides valid and reliable results.

Özet

Bu çalışmanın amacı Högberg ve diğerleri (2019) tarafından geliştirilen Oyunsal Deneyim Ölçeği’nin Türk kültürüne uyarlanması, elde edilen ölçümlerin geçerlik ve güvenirliğinin sınanmasıdır. Bu amaç doğrultusunda ölçek maddeleri çeviri - geri çeviri yöntemi ile Türk diline çevrilmiş, ardından Strava, Garmin, Nike Run Club ve Adidas Running adlı oyunlaştırılmış fiziksel aktivite uygulamalarını aktif olarak kullanan, 523’ü erkek (X̄ = 35,79 ± 9,94), 94’ü kadın (X̄ = 35,72 ± 9,88) olmak üzere toplam 617 katılımcıdan (X̄ = 35,78 ± 9,93) veri toplanmıştır. Yedili Likert tipindeki ölçek 56 madde ve 7 faktörden oluşmaktadır. Faktörler, özgün ölçek ile uyumlu bir biçimde sırasıyla başarı, meydan okuma, rekabet, yönlendirilme, yoğunlaşma, oyunculluk ve sosyal deneyim olarak adlandırılmıştır. Yapı geçerliğine ilişkin doğrulayıcı faktör analizi sonuçları, orijinal ölçeğin yedi faktörlü yapısı ile tutarlı bulunmuştur. Uyum iyiliği değerleri χ²/df = 2,964, CFI = ,906, TLI = ,901, RMSEA = ,056 ve SRMR = ,055 olarak hesaplanmıştır. Ölçek maddelerine ait standartlaştırılmış faktör yük değerleri ise ,55 ile ,90 aralığında bulunmuştur. AVE ve CR değerleri ölçeğin yakınsak geçerliğe sahip olduğunu göstermiştir (AVE > ,56; CR > ,90; CR > AVE). Ayrıca faktörler arasındaki korelasyon katsayılarının ,48 ile ,79 aralığında yer aldığı belirlenmiştir. Ölçeğin ıraksak geçerliğinin test edilmesinde Heterotrait-Monotrait (HTMT) kriteri kullanılmış, HTMT değerlerinin ,90’ın altında olması faktörlerin birbirinden ayrıştığını ve ölçeğin ıraksak geçerliğinin sağlandığını göstermiştir. Faktörlere ilişkin Cronbach alfa katsayıları ,90 ile ,95 aralığında, CR değerleri ise ,91 ile ,95 aralığında hesaplanmıştır. Araştırma sonuçları Oyunsal Deneyim Ölçeği’nin Türkçe versiyonunun geçerli ve güvenilir ölçümler sunduğunu ortaya koymuştur.

🔖

Cite This Article

Aydemir, B., Pehlevan, Z., Gümüş, H. (2025). Gameful Experience Questionnaire: Validity and Reliability in Turkish Culture. Spor Bilimleri Dergisi, Cilt: 36 Sayı: 4, 322–332. https://doi.org/10.17644/sbd.1741828

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (28)

  1. Beaton, D. E., Bombardier, C., Guillemin, F. ve Ferraz, M. B. (2000). Guidelines for the process of cross-cultural adaptation of self-report measures. Spine, 25(24), 3186-3191. https://doi.org/10.1097/00007632-200012150-00014
  2. Brislin, R. W. (1986). The wording and translation of research instruments. In W. J. Lonner & J. W. Berry (Eds.), Field methods in cross-cultural research (pp. 137-164). Sage Publications.
  3. Brown, T. A. (2006). Confirmatory factor analysis for applied research. Guilford Publications.
  4. Cohen, J. (1988). Statistical power analysis for the behavioral sciences. (2nd ed.). Lawrence Erlbaum Associates.
  5. Comrey A. L. ve Lee, H. B. (1992). A first course in factor analysis. Erlbaum.
  6. Deterding, S., Dixon, D., Khaled, R. ve Nacke, L. (2011). From game design elements to gamefulness: defining gamification. 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15.
  7. Dichev, C., Dicheva, D., Angelova, G. ve Agre, G. (2014). From gamification to gameful design and gameful experience in learning. Journal of Cybernetics and Information Technologies, 14(4), 80-100. https://doi.org/10.1515/cait-2014-0007
  8. Eppmann, R., Bekk, M. ve Klein, K. (2018). Gameful experience in gamification: Construction and validation of a gameful experience scale [GAMEX]. Journal of Interactive Marketing, 43(1), 98-115. https://doi.org/10.1016/j.intmar.2018.03.002
  9. Fornell, C. ve Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50. https://doi.org/10.1177/002224378101800104
  10. Hair, J. F., Black, W. C., Babin, B. J. ve Anderson, R. E. (2019). Multivariate data analysis (8th ed.). Cengage.
  11. Hazar, M. (2015). A study of developing an attitudes scale of 18-22 age adults for playing games that contain physical activity (Improving the 18-22 age playing games scale). Beden Eğitimi ve Spor Bilimleri Dergisi, 9(1), 149-162.
  12. Henseler, J., Ringle, C. M. ve Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43, 115-135. https://doi.org/10.1007/s11747-014-0403-8
  13. Högberg, J., Hamari, J. ve Wästlund, E. (2019). Gameful experience questionnaire (GAMEFULQUEST): An instrument for measuring the perceived gamefulness of system use. User Modeling and User-Adapted Interaction, 29, 619-660. https://doi.org/10.1007/s11257-019-09223-w
  14. Huotari, K. ve Hamari, J. (2017). A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets, 27, 21-31. https://doi.org/10.1007/s12525-015-0212-z
  15. Kline, R. B. (2016). Principles and practice of structural equation modeling (4th ed.). Guilford Press.
  16. Landers, R. N., Tondello, G. F., Kappen, D. L., Collmus, A. B., Mekler, E. D. ve Nacke, L. E. (2018). Defining gameful experience as a psychological state caused by gameplay: Replacing the term “gamefulness” with three distinct constructs. International Journal of Human-Computer Studies, 127, 81-94. https://doi.org/10.1016/j.ijhcs.2018.08.003
  17. Mazéas, A., Forestier, C., Harel, G., Duclos, M. ve Chalabaev, A. (2024). The impact of a gamified intervention on daily steps in real-life conditions: Retrospective analysis of 4800 individuals. Journal of Medical Internet Research, 26, e47116. https://doi.org/10.2196/47116
  18. Netemeyer, R. G., Bearden, W. O. ve Sharma, S. (2003). Scaling procedures: Issues and applications. Sage Publications.
  19. Nunnally, J. C. ve Bernstein, I. H. (1994). Psychometric theory. McGraw-Hill.
  20. Oliveira da Silva Junior, L., Oliveira, W. ve Hamari, J. (2024). Adaptation and psychometric investigation of the Gameful Experience Questionnaire (GAMEFULQUEST) in Brazilian Portuguese. Scientific Reports, 14(1), 17190. https://doi.org/10.1038/s41598-024-68101-7
  21. Peters, G. J. Y. (2014). The alpha and the omega of scale reliability and validity: Why and how to abandon Cronbach’s alpha and the route towards more comprehensive assessment of scale quality. The European Health Psychologist, 16(2), 56-69.
  22. Sarı, İ., Urfa, O. ve Aşçı, F. H. (2024). Mükemmeliyetçi İklim Ölçeği-Spor’un (MİÖ-S) Türkçe uyarlaması: Geçerlik ve güvenirlik çalışması. Journal of Physical Education and Sports Studies, 16(2), 104-128. https://doi.org/10.55929/besad.1492952
  23. T. C. Sağlık Bakanlığı (2019). Türkiye Beslenme ve Sağlık Araştırması (TBSA).
  24. Tabachnick, B. G. ve Fidell, L. S. (2013). Using multivariate statistics. (6th ed.). Pearson.
  25. Türkiye İstatistik Kurumu (2023). Türkiye Sağlık Araştırması, 2022. https://data.tuik.gov.tr/Bulten/Index?p=Turkiye-Saglik-Arastirmasi-2022-49747
  26. World Health Organization (2022). Global Status Report on Physical Activity 2022: Country Profiles.
  27. Zhang, F., Brynildsrud, H., Papavlasopoulou, S., Sharma, K. ve Giannakos, M. (2025). Where inquiry-based science learning meets gamification: a design case of Experiverse. Behaviour & Information Technology, 44(5), 1099-1121. https://doi.org/10.1080/0144929X.2024.2433058
  28. Zhou, F., Mou, J. ve Kim, J. (2022). Toward a meaningful experience: an explanation of the drivers of the continued usage of gamified mobile app services. Online Information Review, 46(2), 285-303. https://doi.org/10.1108/OIR-10-2020-0464