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論文名稱 Title |
以自我差異理論探討焦慮影響元宇宙虛擬團隊之社會性懈怠 Exploring the Impact of Anxiety on Societal Inertia in the Metaverse Virtual Teams through the Lens of Self-Determination Theory |
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系所名稱 Department |
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畢業學年期 Year, semester |
語文別 Language |
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學位類別 Degree |
頁數 Number of pages |
58 |
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研究生 Author |
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指導教授 Advisor |
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召集委員 Convenor |
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口試委員 Advisory Committee |
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口試日期 Date of Exam |
2024-06-07 |
繳交日期 Date of Submission |
2024-06-27 |
關鍵字 Keywords |
元宇宙、虛擬團隊、社會性懈怠、自我差異理論、虛擬會議、焦慮、自我耗損 Metaverse, virtual teams, social loafing, self-discrepancy theory, virtual meetings, anxiety, ego depletion |
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統計 Statistics |
本論文已被瀏覽 143 次,被下載 9 次 The thesis/dissertation has been browsed 143 times, has been downloaded 9 times. |
中文摘要 |
隨著科技的快速進步,社交和工作模式變得多樣化,虛擬團隊的應用也越來越普遍。2019年起,因為新冠病毒(COVID-19)疫情,遠距工作和線上學習成為新常態,這使得視訊會議軟體需求急劇增加,從線下到線上的轉變成為不可逆的趨勢。儘管視訊會議解決了空間限制和基本溝通需求,但缺乏臨場感的互動模式仍是問題所在。教育研究顯示,視訊教學的效果不佳,教師無法及時獲得學生反饋,學生更容易分心,這對學習效果產生負面影響。 元宇宙(Metaverse)利用虛擬實境(VR)和增強現實(AR)技術,創造出具有臨場感的互動空間。2021年,Facebook推出Horizon Worlds,執行長Mark Zuckerberg更是將公司更名為Meta,強調元宇宙概念,旨在整合沉浸式生態系統,使用戶能夠在虛擬和現實世界之間無縫切換。虛擬團隊能夠克服時間和空間的限制,提高工作效率並節省通勤成本。然而,虛擬團隊的線上性質會削弱成員間的社會聯繫,導致社會性懈怠,降低虛擬團隊的工作效率。 研究顯示,減效出席對社會性懈怠有正向影響,患病的團隊成員會加劇整個團隊的社會性懈怠。目前關於減效出席的前置變數研究較少,例如自我損耗,這是一種心理現象,指個體在進行需要自我控制的任務後,其自我控制能力會減弱。此外過往的研究也指出,焦慮感會降低自我控制能力。本研究將以自我差異理論為基礎,探討元宇宙虛擬團隊中,虛擬化身與成員真實樣貌的一致性及其熟悉感對自我控制的影響,並進一步探討這些因素如何通過自我損耗影響減效出席,最終導致社會性懈怠。 |
Abstract |
With the rapid advancement of technology, social and work patterns have diversified, and the application of virtual teams has become increasingly common. Since 2019, due to the COVID-19 pandemic, remote work and online learning have become the new norm, leading to a surge in demand for video conferencing software. The shift from offline to online has become an irreversible trend. Although video conferencing addresses spatial limitations and basic communication needs, the lack of immersive interaction remains an issue. Educational research shows that video-based teaching is less effective; teachers cannot receive timely feedback from students, and students are more easily distracted, negatively impacting learning outcomes. The Metaverse leverages virtual reality (VR) and augmented reality (AR) technologies to create immersive interactive spaces. In 2021, Facebook launched Horizon Worlds, and CEO Mark Zuckerberg rebranded the company as Meta, emphasizing the Metaverse concept. The aim is to integrate an immersive ecosystem, allowing users to seamlessly switch between virtual and real worlds. Virtual teams can overcome time and space constraints, increase work efficiency, and save commuting costs. However, the online nature of virtual teams can weaken social connections among members, leading to social loafing and reducing the efficiency of virtual teams. Research indicates that presenteeism positively impacts social loafing; unwell team members exacerbate the entire team's social loafing. Currently, there is limited research on the antecedents of presenteeism, such as ego depletion, a psychological phenomenon where an individual's self-control capacity diminishes after performing tasks requiring self-control. Additionally, previous studies have pointed out that anxiety reduces self-control capacity. This study, based on self-discrepancy theory, explores the impact of the consistency between virtual avatars and team members' real appearances and their familiarity on self-control in Metaverse virtual teams. Furthermore, it will investigate how these factors affect presenteeism through ego depletion, ultimately leading to social loafing. |
目次 Table of Contents |
目錄 論文審定書i 誌謝ii 摘要iii Abstractiv 目錄vi 圖次viii 表次ix 第一章 緒論1 第一節 研究背景1 第二節 研究動機2 第三節 研究目的與問題4 第二章 文獻探討5 第一節 元宇宙 (Metaverse)5 第二節 自我差異理論 (Self-discrepancy Theory)6 第三節 自我控制 (Self-control)6 第四節 社會性懈怠 (Social Loafing)7 第五節 自我損耗理論7 第六節 社交焦慮8 第七節 科技焦慮8 第三章 研究方法9 第一節 研究模型9 第二節 研究假說10 第三節 操作型定義13 第四節 研究設計14 一、研究流程14 二、研究問卷17 第四章 資料分析19 第一節敘述性統計分析19 第二節 模型衡量方法20 一、信度分析20 二、效度分析22 三、共線性分析27 四、共同方法偏誤28 第三節 結構模型及假說驗證29 第五章 結論與建議34 第一節研究結論34 第二節研究貢獻37 一、學術貢獻37 二、實務貢獻38 第三節 研究限制與未來研究方向39 參考文獻40 附錄 – 本研究正式問卷44 |
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