Journals / Mersin Üniversitesi Eğitim Fakültesi Dergisi / 2026 / Cilt: 11 Sayı: 1

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Oyun Motivasyonu Ölçeği’nin Geçerliği ve Güvenirliği

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Publication Date
2015-04-22
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AI Summary & Key Takeaways

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⚡ TL;DR(Too Long; Didn't Read)

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

📌 3 Key Takeaways

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Objective & Hypothesis: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).
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Key Findings & Data:Participants were 400 university students from Sakarya University.
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Conclusion & Impact: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
🔬Design:Modeling & Simulation
📍Scope:2012 Verileri
⚙️Variables:oyun motivasyonu · bilgisayar oyunları · geçerlik

Abstract

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

Özet

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.

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Cite This Article

Akın, A., Kaya, Ç., Demirci, İ. (2015). -. Mersin Üniversitesi Eğitim Fakültesi Dergisi, Cilt: 11 Sayı: 1. https://doi.org/10.17860/efd.71814

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