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Abstract

This study aimed to translate, adapt, and validate the Player Experience of Need Satisfaction (PENS) – modified version for Malaysian Multiplayer Online Battle Arena (MOBA) players. The translation and adaptation process involved a rigorous procedure with nine experts from the mental health and linguistic fields. A non-probability sampling method was applied by recruiting 491 participants from 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 to the original English version, with satisfactory psychometric properties. Future studies should address psychometric concerns and evaluate the scale across diverse populations and game genres. The study provides a foundation for understanding and enhancing the gaming experience in the dynamic and rapidly growing MOBA gaming 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 adaptasi melibatkan prosedur yang ketat dengan sembilan ahli dari bidang kesehatan mental dan linguistik. 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.

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