Validity and Reliability of the Exergame Enjoyment Questionnaire (EEQ) in a Geriatric Population in Turkish
试验速览
- 阶段
- 不适用
- 状态
- 尚未招募
- 发起方
- 入组人数
- 46
- 试验地点
- 1
- 主要终点
- Exergame Enjoyment Questionnaire (EEQ)
研究概览
简要总结
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.
详细描述
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.
研究设计
- 研究类型
- Observational
- 观察模型
- Other
- 时间视角
- Cross Sectional
入排标准
- 年龄范围
- 65 Years 至 —(Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •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
排除标准
- •Individuals with active neurological, vestibular, or psychiatric disorders
- •Individuals diagnosed with moderate or severe cognitive impairment (MMSE < 24 and/or MoCA < 21)
- •Individuals with severe hearing or vision loss
- •Individuals who are physically unable to participate in exergaming due to cardiopulmonary or orthopedic reasons
- •Individuals with no prior exergaming experience
- •Individuals who experience significant communication difficulties
- •Participants who do not sign the voluntary consent form
研究组 & 干预措施
Geriartric Indivıduals
The study population consists of individuals aged 65 and over residing in the city center of Balıkesir.
干预措施: Validity and reliability assessments (Other)
结局指标
主要结局
Exergame Enjoyment Questionnaire (EEQ)
时间窗: 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
次要结局
- Physical Activity Enjoyment Scale (PAES)(1 weeks)
研究者
Gulfidan Tokgoz
Lecturer, PhD(c)
Balikesir University
