Abstract
This study aimed to translate, adapt, and validate the modified version of the Player Experience of Need Satisfaction (PENS) for Malaysian Multiplayer Online Battle Arena (MOBA) players. The translation and adaptation process involved a rigorous procedure with nine mental health and linguistic experts. A non-probability sampling method was applied by recruiting 491 participants from the MOBA Facebook groups. The parallel analysis indicated a two-factor structure (autonomy and competence as one factor and relatedness as another factor). Confirmatory factor analysis demonstrated a better model fit for the translated version compared with the original English version, with satisfactory psychometric properties. Future studies should address psychometric concerns and evaluate the scale across diverse populations and game genres. This study provides a foundation for understanding and enhancing the gaming experience in the dynamic and rapidly growing mobile game aggregation market.
Bahasa Abstract
Studi ini bertujuan untuk menerjemahkan, mengadaptasi, dan memvalidasi Player Experience of Need Satisfaction (PENS) – versi modifikasi untuk pemain Multiplayer Online Battle Arena (MOBA) di Malaysia. Proses penerjemahan dan adapts melagatran procedure yang etat denman sembilan ahli dari biding keratan mental dan linguistic. Metode sampling non-probabilitas diterapkan dengan merekrut 491 peserta dari grup Facebook MOBA. Analisis paralel menunjukkan struktur dua faktor (otonomi dan kompetensi sebagai satu faktor dan keterkaitan sebagai faktor lainnya). Analisis faktor konfirmatori menunjukkan model yang lebih baik untuk versi terjemahan dibandingkan dengan versi asli dalam bahasa Inggris, dengan properti psikometrik yang memuaskan. Studi di masa depan sebaiknya menangani masalah psikometrik dan mengevaluasi skala ini di berbagai populasi dan genre permainan. Studi ini memberikan dasar untuk memahami dan meningkatkan pengalaman bermain game di pasar MOBA yang dinamis dan berkembang pesat.
References
Abbasi, A., Alhassan, I., & Alshahrani, M. (2021). Using the playful consumption experience model to uncover behavioral intention to play Multiplayer Online Battle Arena (MOBA) games. Data Technologies and Applications, 55(3), 345-360. https://doi.org/10.1108/dta-02-2021-0055
Arbuckle, J. L., & Wothke, W. (2006). Amos 7.0 user’s guide 7.0. Small Waters Corporation.
Bender, P. K., & Gentile, D. A. (2020a). Internet gaming disorder: Relations between needs satisfaction in-game and in life in general. Psychology of Popular Media, 9(2), 266–278. https://doi.org/10.1037/ppm0000227
Bender, P. K., & Gentile, D. A. (2020b). Player Experience of Need Satisfaction Scale--Modified Version (PENS) [Database record]. APA PsycTests. https://doi.org/10.1037/t76402-000
Bentler, P.M. & Bonett, D. G. (1980). Significance tests and goodness of fit in the analysis of covariance structures. Psychological Bulletin, 88(3), 588–606. https://doi.org/10.1037/0033-2909.88.3.588
Bonny, J., & Castaneda, A. (2022). To triumph or to socialise? The role of gaming motivations in multiplayer online battle arena gameplay preferences. Simulation & Gaming, 53(1), 3-22. https://doi.org/10.1177/10468781211070624
Carlson, E. N., & Donnellan, M. B. (2011). Differentiating interpersonal precision from interpersonal sensitivity. Journal of Personality and Social Psychology, 101(4), 853–877.
Carlson, M., Wilcox, R., Chou, C.-P., Chang, M., Yang, F., Blanchard, J., Marterella, A., Kuo, A., & Clark, F. (2011). Psychometric properties of reverse-scored items on the CES-D in a sample of ethnically diverse older adults. Psychological Assessment, 23(2), 558–562. https://doi.org/10.1037/a0022484
Chen, A., Rosli, S. A., & Hovis, J. K. (2020). A survey on daily activity inclination and health complaints among urban youth in Malaysia. Journal of Environmental and Public Health, 2020, 1–10. https://doi.org/10.1155/2020/9793425
Cheung, G. W., & Wang, C. (2017). Current approaches for assessing convergent and discriminant validity with SEM: Issues and solutions. Academy of Management Proceedings, 2017(1), 12706. https://doi.org/10.5465/ambpp.2017.12706abstract
Cook, C., Heath, F., & Thompson, R. L. (2000). A meta-analysis of response rates in web-or Internet-based surveys. Educational and Psychological Measurement, 60(6), 821–836. https://doi.org/10.1177/00131640021970934
Cordeiro, P., Paixão, P., Lens, W., Lacante, M., & Luyckx, K. (2016). The Portuguese validation of the Basic Psychological Need Satisfaction and Frustration Scale: Concurrent and longitudinal relations to well-being and ill-being. Psychologica Belgica, 56(3), 193–209. https://doi.org/10.5334/pb.252
Deci, E., Vallerand, R., Pelletier, L., & Ryan, R. (1991). Motivation and education: The self-determination perspective. Educational Psychologist, 26(3), 325–346. https://doi.org/10.1207/s15326985ep2603&4_6
Field, A. (2017). Discovering statistics using IBM SPSS statistics (5th ed.). SAGE Publications Ltd.
Fenn, J. (2024). Game addiction, imposter phenomenon and social adjustment among young adults in India. Makara Human Behavior Studies in Asia, 28(1). https://doi.org/10.7454/hubs.asia.1170124
Geldhof, G. J., Preacher, K., & Zyphur, M. J. (2014). Reliability estimation in a multilevel confirmatory factor analysis framework. Psychological Methods, 19(1), 72–91. https://doi.org/10.1037/a0032138
Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2022). A primer on partial least squares structural equation modeling (PLS-SEM, 3rd ed.). SAGE Publications.
Holmes-Smith, P. (2012). Structural equation modeling (using AMOS): From the fundamentals to advanced topics. School Research Evaluation and Measurement Services (SREAMS).
Horn, J. L. (1965). A rationale and test for the number of factors in factor analysis. Psychometrika, 30, 179–185.
Helsinki Declaration (1975, 2005).
https://www.wma.net/what-we-do/medical-ethics/declaration-ofhelsinki/dohoct1975/
Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43(1), 115–135. https://doi.org/10.1007/s11747-014-0403-8
Hu, L. T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling: A Multidisciplinary Journal, 6(1), 1–55. https://doi.org/10.1080/10705519909540118
Johnson, D., Gardner, M. J., & Perry, R. (2018). Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ). International Journal of Human-Computer Studies, 118, 38–46. https://doi.org/10.1016/j.ijhcs.2018.05.003
Kim, H. Y. (2013). Statistical notes for clinical researchers: Assessing normal distribution using skewness and kurtosis. Restorative Dentistry & Endodontics, 38(1), 52–54. https://doi.org/10.5395/rde.2013.38.1.52.
Knight, G. P., Little, M., Losoya, S. H., &Mulvey, E. P. (2004). The self-report of offending among serious juvenile offenders: Cross-gender, cross-ethnic/race measurement equivalence. Youth Violence and Juvenile Justice, 2(3), 273–295. https://doi.org/10.1177/1541204004265878
Liu, C., & Jurich, D. (2022). Application of sampling variance of item response theory parameter estimates in detecting outliers in common item equating. Applied Psychological Measurement, 46(6), 529–547. https://doi.org/10.1177/01466216221108122
Malaysia Digital Economy Corporation. (2021). Southeast Asia game industry report 2021. https://mdec.my/publications/reports
Malaysia Youth Council. (2019, July 3). M’sian Youth Council: Acceptable “youth” age limit should be 35, not 30. https://www.malaysiakini.com/news/482181
Mittmann, G., Zehetner, V., Krammer, I., & Schrank, B. (2023). Translation, adaptation and validation of the German version of the Game User Experience Satisfaction Scale (GUESS-GA-18) for adolescents. Behaviour & Information Technology, 1–15. https://doi.org/10.1080/0144929x.2023.2212807
Newzoo. (2023). Global games market report: October 2023. https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2023-free-version?v=2
O’connor, B. P. (2000). SPSS and SAS programs for determining the number of components using parallel analysis and Velicer’s MAP test. Behavior Research Methods, Instruments, & Computers, 32, 396–402. https://doi.org/10.3758/BF03200807
Podsakoff, P. M., MacKenzie, S. B., Lee, J.-Y., & Podsakoff, N. P. (2003). Common method biases in behavioral research: A critical review of the literature and recommended remedies. Journal of Applied Psychology, 88(5), 879–903. https://doi.org/10.1037/0021-9010.88.5.879
Peterson, R. A., & Kim, Y. (2013). On the relationship between coefficient alpha and composite reliability. Journal of Applied Psychology, 98(1), 194–198. https://doi.org/10.1037/a0030767
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066x.55.1.68
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A Self-Determination Theory approach. Motivation and Emotion, 30(4), 344–360. https://doi.org/10.1007/s11031-006-9051-8
Sousa, V. D., & Rojjanasrirat, W. (2010). Translation, adaptation and validation of instruments or scales for use in cross‐cultural health care research: A clear and user‐friendly guideline. Journal of Evaluation in Clinical Practice, 17(2), 268–274. https://doi.org/10.1111/j.1365-2753.2010.01434.x
Recommended Citation
T'ng, S. T., Ho, K. H., Leong, W. S., Siah, P. C., Abdul Jalil, N. I., & Pau, K. (2025). Translation, Adaptation, and Validation of Player Experience of Need Satisfaction Scale (PENS) Modified Version in Malaysian Multiplayer Online Battle Arena (MOBA) Players. Makara Human Behavior Studies in Asia, 29(1), 26-37. https://doi.org/10.7454/hubsasia.v29.i1.1545
Included in
Developmental Psychology Commons, Health Psychology Commons, Human Factors Psychology Commons, Quantitative Psychology Commons