GatherTown 與其他視訊軟體最大差異為虛擬化身及位置感知,本研究欲了解個體作為虛擬化身扮演以及感受到的位置感知,其與享樂感、社群疲憊感關係, 並以自我決定論:感知自主性、感知勝任感、感知關聯感討論是否具中介作用。本研究結論:感知關聯感或感知勝任感能部分中介,顯示個體使用 GatherTown 時,因虛擬角色與感知到的位置感知對享樂感與虛擬社群疲憊有所 影響,而可能的原因為虛擬角色的裝扮樣式限制以及個體能否透過自我決定基本需求獲得滿足。
Because of the COVID-19 epidemic and the sudden increase in demand for online work and classes, many people began to pay attention to GatherTown. GatherTown is a virtual community software specially developed for working from home and online meetings. The most significant difference between GatherTown and other videoconferencing software lies in virtual avatars and sense of place concepts. This study investigates individual play as virtual avatars and their sense of place and the relationship between their enjoyment and virtual community fatigue. Furthermore, this study examines the mediating role of self-determination theory: perceived autonomy, perceived competence, and perceived connectedness. The findings show that perceived connectedness or perceived competence partially mediates virtual avatars, sense of place, enjoyment, and virtual community fatigue. The possible reasons include the limitation of the virtual avatar's costume style and the satisfaction of the individual's basic needs through self-determination.