出版社:Nigde University School of Physical Education and Sports
摘要:The purpose of this research; to develop a valid and reliable scale for determining the sources of digital game play motivation. In order to develop a valid and reliable scale, quantitative and qualitative research models were used in the research. In this context, a total of 513 students % 43 female (n = 220) and 47% male (n = 293) were enrolled in the secondary school. In order to analyze the validity of the scale, SPSS.23 package program was used and in this scope, KMO, Item Total Test Correlation, AFA and Cronbach Alpha analyzes were applied. Another analysis in terms of evidence for the validity of the structure of the scale is the DFA using the Lisrel 8.8 program. As a result of the analyzes made, scale items were collected under three sub factors. These factors are; "Success and Recovery" 1., 8., 9., 10., and 16. This factor alone accounted for 29.98% of the variance and the eigenvalue was 5.69. The second factor, "Curiosity and Social Acceptance", was found to consist of items 23, 24, 27, 30, 32, 33, 34, 35 and 36. This factor alone accounted for 11.78% of the motivation variable and it was found that the eigenvalue of this factor was 2.23. The third factor consists of the 38, 39, 40, 41 and 42th items and is defined under the heading "Uncertainty in Game Request". This factor alone accounted for 7% of the motivation variable and the eigenvalue of this factor was 1.33. These three factors account for 48.77% of the total variance of the motivational variable. In addition, the results obtained in the DFA analysis of the scale show that it has sufficient compliance indices. As a result of the analyzes made, it can be said that DOOÖM is a valid and reliable scale. Key Words: Game, digital game, game motivation, motivation