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

25. april 2026 oppdatert av: 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.

Studieoversikt

Status

Har ikke rekruttert ennå

Forhold

Detaljert beskrivelse

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.

Studietype

Observasjonsmessig

Registrering (Antatt)

46

Kontakter og plasseringer

Denne delen inneholder kontaktinformasjon for de som utfører studien, og informasjon om hvor denne studien blir utført.

Studiekontakt

Studiesteder

      • Balıkesir, Tyrkia (Türkiye)
        • Balıkesir Üniversitesi
        • Ta kontakt med:
        • Underetterforsker:
          • Bilal Katipoğlu, Assoc. Prof. Dr.
        • Underetterforsker:
          • Nilay ARMAN, Assoc. Prof. Dr.

Deltakelseskriterier

Forskere ser etter personer som passer til en bestemt beskrivelse, kalt kvalifikasjonskriterier. Noen eksempler på disse kriteriene er en persons generelle helsetilstand eller tidligere behandlinger.

Kvalifikasjonskriterier

Alder som er kvalifisert for studier

  • Eldre voksen

Tar imot friske frivillige

Ja

Prøvetakingsmetode

Ikke-sannsynlighetsprøve

Studiepopulasjon

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.

Beskrivelse

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

Studieplan

Denne delen gir detaljer om studieplanen, inkludert hvordan studien er utformet og hva studien måler.

Hvordan er studiet utformet?

Designdetaljer

Kohorter og intervensjoner

Gruppe / Kohort
Intervensjon / Behandling
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

Hva måler studien?

Primære resultatmål

Resultatmål
Tiltaksbeskrivelse
Tidsramme
Exergame Enjoyment Questionnaire (EEQ)
Tidsramme: 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

Sekundære resultatmål

Resultatmål
Tiltaksbeskrivelse
Tidsramme
Physical Activity Enjoyment Scale (PAES)
Tidsramme: 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

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Det er her du vil finne personer og organisasjoner som er involvert i denne studien.

Publikasjoner og nyttige lenker

Den som er ansvarlig for å legge inn informasjon om studien leverer frivillig disse publikasjonene. Disse kan handle om alt relatert til studiet.

Generelle publikasjoner

  • 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).

Hjelpsomme linker

Studierekorddatoer

Disse datoene sporer fremdriften for innsending av studieposter og sammendragsresultater til ClinicalTrials.gov. Studieposter og rapporterte resultater gjennomgås av National Library of Medicine (NLM) for å sikre at de oppfyller spesifikke kvalitetskontrollstandarder før de legges ut på det offentlige nettstedet.

Studer hoveddatoer

Studiestart (Antatt)

30. april 2026

Primær fullføring (Antatt)

15. mai 2026

Studiet fullført (Antatt)

30. september 2026

Datoer for studieregistrering

Først innsendt

25. april 2026

Først innsendt som oppfylte QC-kriteriene

25. april 2026

Først lagt ut (Faktiske)

1. mai 2026

Oppdateringer av studieposter

Sist oppdatering lagt ut (Faktiske)

1. mai 2026

Siste oppdatering sendt inn som oppfylte QC-kriteriene

25. april 2026

Sist bekreftet

1. april 2026

Mer informasjon

Begreper knyttet til denne studien

Ytterligere relevante MeSH-vilkår

Andre studie-ID-numre

  • 2026/45

Plan for individuelle deltakerdata (IPD)

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NEI

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Studerer et amerikansk FDA-regulert medikamentprodukt

Nei

Studerer et amerikansk FDA-regulert enhetsprodukt

Nei

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