Mobil Oyun Motivasyonu Ölçeği (MOMÖ) Geçerlilik ve Güvenirlilik Çalışması

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Year-Number: 2022-32
Yayımlanma Tarihi: 2022-09-18 17:18:30.0
Language : Türkçe
Konu : Spor Bilimleri
Number of pages: 192-211
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Abstract

Bu çalışmanın amacı popülaritesi artan mobil oyunlara bireyleri motive eden faktörlerin belirlenmesine yönelik  “Mobil Oyun Motivasyonu Ölçeğinin (MOMÖ)” geliştirilmesi, geçerlik ve güvenirliliğinin yapılmasıdır. Araştırmanın evrenini mobil oyunlara düzenli katılım sağlayan bireyler oluşturmaktadır. Örneklem olarak düzenli mobil oyun oynamayı sürdüren ve ankete gönüllü olarak katılan kolay ulaşılabilir örnekleme yöntemi ile seçilen 561 kişi katılmıştır. Clark ve Watson (1995)’ın önerdiği ölçek geliştirme aşamaları izlenen bu araştırmanın amacına bağlı olarak mobil oyun temelli literatür taraması sonucunda 61 ifadeden oluşan bir madde havuzu oluşturulmuştur.  Verilerin analizinde SPSS 24 ve AMOS 24 programlarından yararlanılmıştır. Uzman görüşü, görünüş geçerliliği ve AFA sonrasında kalan 24 maddeye yapılan yapı geçerliliği sınamaları ve gerekli modifikasyonlarla ölçeğe son halinin verilmesi amaçlanmıştır. Ölçeklerin yapı geçerliliği için Açıklayıcı Faktör Analizi (AFA) kullanılmıştır. AFA sonucunda üç faktör altında toplanan 24 maddeli bir yapının ortaya çıktığı görülmüştür. Açıklanan varyansın %61.79 ve KMO değerinin ,958 olduğu tespit edilmiştir. Ölçeğin ‘Gelişimsel Görevler’, ‘Kaçış ve Rekabet’, ‘Akış’ adını taşıyan boyutların sırasıyla .917, .909, .891 olduğu ve toplam güvenirliliğinin (αtoplam= .955) kabul düzeyinde (Cronbach Alpha> 0.72) olduğu tespit edilmiştir. Madde toplam korelasyon katsayılarının ise 0.622 ve 0.854 arasında değiştiği gözlemlenmiştir. Yapılan DFA sonucu anketin üç faktörlü yapısıyla tutarlıdır (RMSEA=0.056, SRMR=0.07, NFI=0.92, CFI=0.95, GFI=0.91). Sonuç olarak 24 madde ve üç boyuttan oluşan yapının mobil oyun oynama nedenlerini ölçmeye yönelik, yeterli psikometrik özelliklere sahip, Mobil Oyun Motivasyonu Ölçeği adıyla bir ölçme aracı olarak kullanılabileceği söylenebilir.

Keywords

Abstract

The aim of this study is to develop, validate and validate the "Mobile Game Motivation Scale (MGMS)" to determine the factors that motivate individuals to play mobile games, which are increasing in popularity. The population of the research consists of individuals who regularly participate in mobile games. As a sample, 561 people who continued to play mobile games regularly and participated in the survey voluntarily, selected by the easily accessible sampling method, participated. Based on the purpose of this research, which followed the scale development stages suggested by Clark and Watson (1995), an item pool consisting of 61 statements was created as a result of the literature review based on mobile games. SPSS 24 and AMOS 24 programs were used in the analysis of the data. It was aimed to finalize the scale with expert opinion, face validity and construct validity tests on the remaining 24 items after EFA and necessary modifications. Explanatory Factor Analysis (EFA) was used for the construct validity of the scales. As a result of EFA, it was seen that a structure with 24 items gathered under three factors emerged. It was determined that the explained variance was 61.79% and the KMO value was .958. It was determined that the dimensions of the scale, which are called 'Developmental Tasks', 'Escape and Competition', and 'Flow', were .917, .909, .891 respectively, and the total reliability (αtotal= .955) was at the acceptance level (Cronbach Alpha> 0.72). It was observed that the item-total correlation coefficients varied between 0.622 and 0.854. The CFA result was consistent with the three-factor structure of the questionnaire (RMSEA=0.056, SRMR=0.07, NFI=0.92, CFI=0.95, GFI=0.91). As a result, it can be said that the structure consisting of 24 items and three dimensions can be used as a measurement tool called the Mobil Games Motivation Scale, which has sufficient psychometric properties to measure the reasons for playing mobile games. 

Keywords


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