The Development of Gaming Motivation Assessment (GAME-M) for Children and Youths

Main Article Content

Kamonwan Boonprasopwittaya
Chanvit Pornnoppadol
Wanlop Atsariyasing
Somboon Hataiyusuk

Abstract

Objectives: To develop and validate the Gaming Motivation Assessment (GAME-M) with a good level of reliability through internal consistency, as well as assess its validity, including content validity and construct validity.


Methods: Developed 24 questions of the Gaming Motivation Assessment (GAME-M). The content validity of the GAME-M was assessed using the content validity index (CVI). Construct was evaluated through exploratory factor analysis (EFA) and confirmatory factor analysis (CFA), and reliability was assessed using Cronbach’s alpha coefficient. Latent profile analysis (LPA) was conducted to categorize levels of gaming motivation.


Results: From the content validity, it was found that the content validity index for scale (S-CVI) was greater than 0.90, and the content validity for items (I-CVI) was greater than 0.80. Stratified and multistage random sampling was used to recruit Thai children and youth aged 6 - 25 years old. After obtaining informed consent from all participants,1,154 completed the questionnaire. Data collection took place from July to December 2023. The results showed that the exploratory factor analysis (EFA) revealed factor loadings between 0.52 - 0.87. Confirmatory factor analysis (CFA) supported a 4-factor structure (emotion, competence and usefulness, autonomy, skill development and socialization) with an adequate fit to the data (CFI = 0.90, TLI = 0.98, RMSEA = 0.07, SRMR = 0.07). Cronbach’s alpha coefficients for each factor were 0.86, 0.91, 0.88, and 0.79, respectively, with an overall Cronbach’s alpha coefficient for the GAME-M of 0.94. Latent profile analysis (LPA) classified gaming motivation into four levels: low, moderate, high, and very high.


Conclusion: The Gaming Motivation Assessment (GAME-M) demonstrated high reliability, as indicated by excellent internal consistency. The content validity was within an acceptable range. The 24-item scale, comprising four components, showed a structure that aligns well with empirical data, indicating good construct validity. The results suggest that the assessment tool can be applied in various contexts such as psychological and behavioral research, education, game development, and mental health promotion and prevention.

Article Details

How to Cite
Boonprasopwittaya, K., Pornnoppadol, C. ., Atsariyasing, W. ., & Hataiyusuk, S. . (2025). The Development of Gaming Motivation Assessment (GAME-M) for Children and Youths. Journal of the Psychiatric Association of Thailand, 70(2), 190–205. retrieved from https://he01.tci-thaijo.org/index.php/JPAT/article/view/278243
Section
Original Articles
Author Biography

Wanlop Atsariyasing, Department of Psychiatry, Faculty of Medicine Siriraj Hospital, Mahidol University

Department of Psychiatry, Faculty of Medicine Siriraj Hospital, Mahidol University

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