Objective: Develop and test the psychometric properties of an Arabic-language version of Tromso Social Intelligence Scale (TSIS). Method: A total of 807 physical education students at Kef-Higher Tunisia's Institute of Physical Education and Sports with Mean age were 21.43 ± 1.79 participated in this study. Females (n = 414) outnumbered men (n = 397). Subjects were divided into exploratory and confirmatory groups and completed an adapted version of the Tromso Social Intelligence Scale (TSIS). Results: Principal component extraction results show three interpretable components. KMO indices and Bartlett tests confirm all components are suitable for analysis. The solution explained much of the variance. In addition, confirmatory factor analysis indicates acceptable index adjustment and factorial tool stability. The calculations of the internal consistency index for the three factors of the measurement scale demonstrate the good reliability of the instrument. Finally, according to the Fornell-Larcker criterion, the designed Arabic version has good convergent and discriminant validity. Conclusion: The Arabic version of the Tromso Social Intelligence Scale (TSIS) is a reliable and valid version and can be used to assess social intelligence in Tunisia and other Arab countries.
Purpose Nomophobia refers to a psychological state in which individuals experience anxiety or fear at the thought of being disconnected from their mobile phone. The Nomophobia Questionnaire was developed to assess dimensions of nomophobia among native English-speaking populations. The purpose of this study was to adapt and validate the Nomophobia Questionnaire in the Tunisian context based on Western Arabic dialects. Methods This cross-sectional design using a non-probability sampling method was conducted from September 05 to October 06, 2022. A total of 644 participants, with an average age of 21.04 ± 1.59 years, completed a sociodemographic questionnaire and an Arabic version of the Nomophobia Questionnaire. Participants were divided into two groups to perform exploratory and confirmatory factor analysis. The first group consisted of 200 students (56% female and 44% male with an average age of 21.10 ± 1.64), with 33% (n = 66) freshmen, 41.5% second-year students (n = 83) and 25.5% (n = 51) of third-year students. The second group was collected one month later in the same establishment and was composed of 444 students (52% men and 48% female with an average age of 21.01 ± 1.57). Results The results of the exploratory and confirmatory factor analysis showed that the 20 items and the second order four-factor structure should be retained. Confirmatory factor analysis of the Arabic version of the NMP-Q gave the following statistics: χ2/df= 1.47; Fit Index = 0.997; Adjusted goodness-of-fit index = 0.996; Tucker-Lewis index = 1.003; Comparative Fit Index = 1; Root mean square error of approximation = 0.000 (90% CI 0–0) and standardized mean residual = 0.030, indicating good model fit. McDonald’s ω internal consistency indexes for the four factors, namely giving up convenience, not being able to access information, not being able to communicate, and losing connectedness were 0.821, 0.841, 0.851, and 0.897, respectively. These values demonstrated good scale consistency. Conclusion The Arabic Version of the Nomophobia questionnaire has been found to be a reliable and valid psychometric tool, and can be effectively used to measure nomophobia in countries where western Arabic dialects are spoken.
Background Nowadays, digital gaming occupies a central position in the entertainment industry where it has developed into a cherished kind of entertainment in markets all over the world. In addition, it provides other sectors with various social and economic benefits. The Game Experience Questionnaire (GEQ) is a free, quantitative, and comprehensive self-report measure that was developed to assess the player game experience. Despite having been widely used by many research projects in the past, it has not been adapted into Arabic. Furthermore, several components of the scale proved problematic from a psychometric point of view. Therefore, a modified version of the scale is needed to measure the gaming experience of the Arab population. Objective The aim of this study was to validate and examine the psychometrics of an adapted Arabic version of the GEQ in Tunisia. Methods A total of 771 volunteer participants completed an online survey, which included an Arabic version of the GEQ, gaming data, and a sociodemographic questionnaire. Subjects were randomized in order to complete two phases of the study: exploratory and confirmatory. The exploratory data were acquired from 360 respondents whose mean age was 23.89 (SD 2.29) years. Out of 360 respondents, 111 (30.8%) were female and 249 (69.2%) were male. Confirmatory data were obtained from the remaining 411 subjects whose mean age was 21.94 (SD 1.80) years. Out of 411 subjects, 169 (41.1%) were female and 242 (58.9%) were male. Results After the elimination of two items, the exploratory and the confirmatory factor analyses provided an adequate factor structure of the Arabic version of the GEQ. In addition, the internal consistency coefficients suggested the reliability of the instrument. Significant differences were revealed for three subcomponents: flow by age (η2=0.013, P=.002), gender (η2=0.007, P=.02), and game type (η2=0.03, P<.001). For competence (η2=0.01, P=.03) and immersion (η2=0.02, P=.01), significant differences were highlighted by the type of game. The discriminant and convergent validities of the instrument were supported by calculating the average variance extracted (AVE) and comparing the square roots of the AVE values to the correlation coefficients, respectively. Conclusions The Arabic adapted version of the GEQ is valid and reliable and can be administered to measure the game experience in Arab countries.
UNSTRUCTURED Objective: Validation and examination of the psychometrics of an adapted version in Arabic of the Game Experience Questionnaire in Tunisia. Methods: A total of 771 voluntary participants completed an online survey that included an adapted Arabic version of the Game Experience Questionnaire (GEQ), gaming data and a socio-demographic questionnaire. Subjects were randomized to complete two exploratory and confirmatory phases. 360 selected participants, aged 23.89± 2.29, provided exploratory data. Female (n = 111; 30.83%) and male (n = 249; 69.2%) participants were recruited. However, confirmatory data were acquired from 411 subjects with 19–26-year-olds (M = 21.94, SD = 1.80). Results: The results of the exploratory factor analysis of the Arabic version of the GEQ provided an adequate factor structure, after the elimination of two items. In addition, the internal consistency measured by the three McDonald's instruments, Cronbach's α Guttman's λ6 suggests the reliability of the instrument. The discriminant and convergent validity of the instrument were supported respectively by calculating the Extracted Mean Variance (AVE) and comparing the square roots of the AVE to the correlation coefficients. Conclusion: The Arabic-adapted version of the GEQ is a valid and reliable version and can be administered to measure game experience in Arab countries.
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