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Validity and Reliability of the Exergame Enjoyment Questionnaire (EEQ) in Turkish

2026年4月25日 更新者:Gulfidan Tokgoz、Istanbul University - Cerrahpasa

Validity and Reliability of the Exergame Enjoyment Questionnaire (EEQ) in a Geriatric Population in Turkish

The aim of this research is to adapt the Exergame Enjoyment Questionnaire (EEQ) into Turkish and to evaluate its suitability for the Turkish elderly population through validity and reliability analyses. After the cultural adaptation process is completed, the construct validity of the scale will be evaluated using exploratory and confirmatory factor analyses; its reliability will be assessed through internal consistency coefficients (Cronbach's alpha) and test-retest reliability over time (ICC). Accordingly, the study aims to provide a valid and reliable assessment tool for clinicians and researchers who wish to evaluate individual experiences in exergaming-based interventions.

調査の概要

状態

まだ募集していません

詳細な説明

While regular exercise plays a critical role in maintaining the physical and cognitive health of the growing elderly population, barriers such as lack of motivation, physical limitations, and boredom restrict participation in exercise among the elderly. Multimodal "exergaming" applications, which combine exercise and gamification dynamics, offer an innovative and enjoyable alternative that enhances the motivation, balance, cognitive skills, and coordination of older individuals. The long-term success of exergaming interventions and the sustainability of participation should be evaluated not only by physical outcomes but also by psychosocial motivational parameters such as enjoyment, flow, and sense of control derived from the game. The Exergame Experience Questionnaire (EEQ) stands out in the literature for measuring this experience. However, the EEQ scale, in its current form, is only valid within the English-speaking cultural context. Despite the increasing prevalence of exergaming applications in Türkiye, the lack of a psychometrically robust and culturally adapted measurement tool capable of evaluating this experience in a multidimensional way hinders the individualization of interventions and the measurement of their effectiveness. This study aims to address this deficiency.

研究の種類

観察的

入学 (推定)

46

連絡先と場所

このセクションには、調査を実施する担当者の連絡先の詳細と、この調査が実施されている場所に関する情報が記載されています。

研究連絡先

研究場所

      • Balıkesir、トルコ(Türkiye)
        • Balıkesir Üniversitesi
        • コンタクト:
        • 副調査官:
          • Bilal Katipoğlu, Assoc. Prof. Dr.
        • 副調査官:
          • Nilay ARMAN, Assoc. Prof. Dr.

参加基準

研究者は、適格基準と呼ばれる特定の説明に適合する人を探します。これらの基準のいくつかの例は、人の一般的な健康状態または以前の治療です。

適格基準

就学可能な年齢

  • 高齢者

健康ボランティアの受け入れ

はい

サンプリング方法

非確率サンプル

調査対象母集団

The study population consists of individuals aged 65 and over residing in the city center of Balıkesir. Accordingly, the sample group will be comprised of volunteer elderly individuals who meet the specified inclusion criteria, have a cognitive capacity suitable for data collection, and have experience with the exergaming applications included in the study protocol.

説明

Inclusion Criteria:

  • Being 65 years of age or older
  • Having participated in an exergaming application at least once before
  • Not having a physical, sensory or cognitive disability that would prevent participation in the exergaming application
  • Agreeing to participate voluntarily and providing informed consent

Exclusion Criteria:

  1. Individuals with active neurological, vestibular, or psychiatric disorders
  2. Individuals diagnosed with moderate or severe cognitive impairment (MMSE < 24 and/or MoCA < 21)
  3. Individuals with severe hearing or vision loss
  4. Individuals who are physically unable to participate in exergaming due to cardiopulmonary or orthopedic reasons
  5. Individuals with no prior exergaming experience
  6. Individuals who experience significant communication difficulties
  7. Participants who do not sign the voluntary consent form

研究計画

このセクションでは、研究がどのように設計され、研究が何を測定しているかなど、研究計画の詳細を提供します。

研究はどのように設計されていますか?

デザインの詳細

コホートと介入

グループ/コホート
介入・治療
Geriartric Indivıduals
The study population consists of individuals aged 65 and over residing in the city center of Balıkesir.
The adaptation process of the Exergame Enjoyment Questionnaire (EEQ) into Turkish will be carried out following the forward-backward translation method proposed by Beaton et al. (2000), which has international validity. In this context, the scale will first be translated from English to Turkish by two independent translators, one a healthcare specialist and the other a professional language expert. These two translations will then be compared to create a common preliminary text; subsequently, this text will be translated back into English by two independent translators whose native language is English and who are familiar with the conceptual content, and any loss of meaning will be evaluated. The resulting Turkish draft will be reviewed by an expert panel for cultural appropriateness, linguistic clarity, and conceptual equivalent; necessary adjustments will be made. Finally, the scale will be piloted on 10 elderly individuals selected from the target population, and feedback on the com

この研究は何を測定していますか?

主要な結果の測定

結果測定
メジャーの説明
時間枠
Exergame Enjoyment Questionnaire (EEQ)
時間枠:2 weeks

The Exergame Enjoyment Questionnaire (EEQ) is a self-report, multidimensional measurement tool developed to assess the level of enjoyment individuals experience while participating in exercise-based digital games (Fitzgerald et al.). The scale allows for a comprehensive assessment of both the structural characteristics of the digital game and the experience related to physical activity (Fitzgerald et al.). The original form of the EEQ consists of a total of 20 items, adapted from scales such as the Game Engagement Questionnaire (GEQ), Immersive Experience Questionnaire (IEQ), and Physical Activity Enjoyment Scale (PACES), which have previously proven their validity and reliability (Fitzgerald et al.).

Each item is answered using a 5-point Likert scale ranging from 1 (Strongly Disagree) to 5 (Strongly Agree). The scale items are structured in four sub-dimensions: Immersion, Intrinsically Rewarding Activity, User Control, and Exercise Experience. O

2 weeks

二次結果の測定

結果測定
メジャーの説明
時間枠
Physical Activity Enjoyment Scale (PAES)
時間枠:1 weeks
The Physical Activity Enjoyment Scale (PAES) is a self-report psychometric scale developed to assess the level of enjoyment individuals experience while participating in physical activity (Mullen et al., 2011; Özkurt et al., 2022). The Turkish adapted version of the scale was introduced to the Turkish population by Özkurt et al. (2022) after completing the cultural adaptation process and validity and reliability analyses. PAES has a single-factor structure consisting of 8 items. Each item is answered with a 7-point Likert scale ranging from 1 (Strongly Disagree) to 7 (Strongly Agree) (Özkurt et al., 2022). High scores obtained from the scale indicate that the individual experiences a high level of enjoyment during physical activity. The scale's internal consistency coefficient (Cronbach's alpha = 0.96) and composite reliability value (CR = 0.95) were found to be high, indicating that the scale has strong psychometric properties (Özkurt et al.,
1 weeks

協力者と研究者

ここでは、この調査に関係する人々や組織を見つけることができます。

出版物と役立つリンク

研究に関する情報を入力する責任者は、自発的にこれらの出版物を提供します。これらは、研究に関連するあらゆるものに関するものである可能性があります。

一般刊行物

  • Özkurt, B., Küçükibiş, H. F., & Eskiler, E. (2022). Fiziksel Aktivitelerden Keyif Alma Ölçeği (FAKÖ): Türk Kültürüne Uyarlama, Geçerlik ve Güvenirlik Çalışması. Anemon Muş Alparslan Üniversitesi Sosyal Bilimler Dergisi, 10(1), 21-37. https://doi.org/10.18506/anemon.976300
  • Fitzgerald, A., Huang, S., Sposato, K., Wang, D., Claypool, M., & Agu, E. (2020). The Exergame Enjoyment Questionnaire (EEQ): An instrument for measuring exergame enjoyment. Proceedings of the Hawaii International Conference on System Sciences (HICSS).

便利なリンク

研究記録日

これらの日付は、ClinicalTrials.gov への研究記録と要約結果の提出の進捗状況を追跡します。研究記録と報告された結果は、国立医学図書館 (NLM) によって審査され、公開 Web サイトに掲載される前に、特定の品質管理基準を満たしていることが確認されます。

主要日程の研究

研究開始 (推定)

2026年4月30日

一次修了 (推定)

2026年5月15日

研究の完了 (推定)

2026年9月30日

試験登録日

最初に提出

2026年4月25日

QC基準を満たした最初の提出物

2026年4月25日

最初の投稿 (実際)

2026年5月1日

学習記録の更新

投稿された最後の更新 (実際)

2026年5月1日

QC基準を満たした最後の更新が送信されました

2026年4月25日

最終確認日

2026年4月1日

詳しくは

本研究に関する用語

追加の関連 MeSH 用語

その他の研究ID番号

  • 2026/45

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