近幾年運動風氣的興起,加上新冠肺炎的緣故,讓居家運動,成為人們維持 體態及運動習慣的選擇之一。本研究以 Beat Saber VR 節奏運動遊戲為例,探討 影響遊戲行為意圖之因素。除了以遊戲使用態度作為中介變項外,也試著探討遊 戲化感知與玩家勝任感之間的關係。研究採網路問卷調查法,共收取 157 份有效 問卷。結果發現,遊戲化感知正向影響玩家勝任感,而遊戲使用態度則完全中介 玩家勝任感與遊戲行為意圖之間的關係。
With the rise of the sports trend in recent years and the outbreak of COVID-19, home exercise has become one of the ways to maintain their posture and exercise habits. This study takes the VR rhythm game Beat Saber as an example. The study uses game usage attitude as a mediating variable and tries to investigate the relationship between gamification awareness and player competence. 157 valid examples were collected through an online survey. Results indicate multiple positive causes toward the game’s behavioral intention, such as player competence and game usage attitude. And gamification awareness would positively affect player competence. Meanwhile, game usage attitude has full mediating effect on the relationship between the player competence and the game behavioral intention.