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題名 遊戲實況聊天室之觀眾自我揭露程度-以感知可得性及訊息個人化調節
Audience` self-disclosure degree in live streaming chat room – perceived accessibility and personalization as moderators
作者 邱怡婷
Chiu, Yi-Ting
貢獻者 林日璇
邱怡婷
Chiu, Yi-Ting
關鍵詞 大眾人際關係模型
遊戲實況
自我揭露
感知可得性
訊息個人化
日期 2023
上傳時間 2-Aug-2023 14:08:55 (UTC+8)
摘要 在新型冠狀病毒肆虐的狀況下,虛擬場域的娛樂活動反而迎來蓬勃發展,而過往人際溝通與大眾溝通的二分法,已不再適用於現今媒體匯流型態,加之新媒體環境下,許多新興內容也應運而生,本研究利用大眾人際關係模型(Masspersonal Communication Model, MPCM)作為研究基礎,並且加入新的媒體內容-遊戲實況放入討論。
本研究探討實況主自我揭露是否會影響觀眾自我揭露程度,並利用大眾人際關係模型的雙軸:感知可得性及訊息個人化,作為調節變項。本研究招募300位有效受試者,研究結果顯示感知可得性及訊息個人化的調節效果皆不顯著,然而本研究另外檢驗感知可得性及訊息個人化對自我揭露程度的中介效果,兩者皆為顯著,另也檢驗了感知可得性作為訊息個人化對觀眾自我揭露的調節效果,結果並不顯著。因此訊息個人化在遊戲實況中自我揭露的影響是具有中介效果,而在感知可得性上,則期待未來研究能更加深入討論感知可得性在遊戲實況中所扮演的角色。
參考文獻 中文部分:
蘇蘅, & 吳淑俊. (1997). 電腦網路問卷調查可行性及回覆者特質的研究. 新聞學研究, 54, 75–100. https://doi.org/10.30386/MCR.199701_(54).0007
英文部分
Andrew F., H. (n.d.). Introduction to Mediation, Moderation, and Conditional Process Analysis: Third Edition: A Regression-Based Approach. The Guilford Press. Retrieved May 18, 2023, from https://www.guilford.com/books/Introduction-to-Mediation-Moderation-and-Conditional-Process-Analysis/Andrew-Hayes/9781462549030
Archer, R. L. (1980). Self-disclosure. In D. M. Wegner & R. Vallacher (Eds.). The Self in Social Psychology, 183–204.
Baron, R. M., & Kenny, D. A. (1986). The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. Journal of Personality and Social Psychology, 51, 1173–1182. https://doi.org/10.1037/0022-3514.51.6.1173
Bazarova, N. N. (2012). Public Intimacy: Disclosure Interpretation and Social Judgments on Facebook: Public Intimacy. Journal of Communication, 62(5), 815–832. https://doi.org/10.1111/j.1460-2466.2012.01664.x
Blight, M. G. (2016). Relationships to video game streamers: Examining gratifications, parasocial relationships, fandom, and community affiliation online. https://www.semanticscholar.org/paper/Relationships-to-video-game-streamers%3A-Examining-Blight/03741c23ab0f3335fe1228d2116d33fbe04718d9
Bowman, N. (2018). Video Games: A Medium That Demands Our Attention. Routledge. https://doi.org/10.4324/9781351235266
Carr, C. T., & Foreman, A. C. (2016). Identity Shift III: Effects of Publicness of Feedback and Relational Closeness in Computer-Mediated Communication. Media Psychology, 19(2), 334–358. https://doi.org/10.1080/15213269.2015.1049276
Cathcart, R., & Gumpert, G. (1983). Mediated interpersonal communication: Toward a new typology. Quarterly Journal of Speech, 69(3), 267–277. https://doi.org/10.1080/00335638309383654
Cayanus, J. L., & Martin, M. M. (2004). An instructor self‐disclosure scale. Communication Research Reports, 21(3), 252–263. https://doi.org/10.1080/08824090409359987
Cozby, P. C. (1973). Self-disclosure: A literature review. Psychological Bulletin, 79, 73–91. https://doi.org/10.1037/h0033950
Deutsch, M. (1958). Trust and suspicion. Journal of Conflict Resolution, 2(4), 265–279. https://doi.org/10.1177/002200275800200401
Deutsch, M., & Others, A. (1968). Social Class, Race, and Psychological Development. Holt, Rinehart and Winston, Inc.
Edelmann, N. (2013). Reviewing the Definitions of “Lurkers” and Some Implications for Online Research. Cyberpsychology, Behavior and Social Networking, 16. https://doi.org/10.1089/cyber.2012.0362
French, M., & Bazarova, N. N. (2017). Is Anybody Out There?: Understanding Masspersonal Communication Through Expectations for Response Across Social Media Platforms. Journal of Computer-Mediated Communication, 22(6), 303–319. https://doi.org/10.1111/jcc4.12197
Georgen, C., Duncan, S. C., & Cook, L. (2015). From Lurking to Participatory Spectatorship: Understanding Affordances of the Dota 2 Noob Stream. International Society of the Learning Sciences, Inc. https://repository.isls.org//handle/1/470
Giffin, K. (1967). The contribution of studies of source credibility to a theory of interpersonal trust in the communication process. Psychological Bulletin, 68, 104–120. https://doi.org/10.1037/h0024833
Gonzales, A. L., & Hancock, J. T. (2008). Identity Shift in Computer-Mediated Environments. Media Psychology, 11(2), 167–185. https://doi.org/10.1080/15213260802023433
Harasim, L. M. (1993). Global Networks: Computers and International Communication. MIT Press.
Joinson, A. (2001). Self-disclosure in computer-mediated communication: The role of self-awareness and visual anonymity. European Journal of Social Psychology, 31. https://doi.org/10.1002/ejsp.36
Jourard, S. M. (1971). Self-disclosure: An experimental analysis of the transparent self (pp. xiii, 248). John Wiley.
Knapp, M. L., & Daly, J. A. (2011). The SAGE Handbook of Interpersonal Communication. SAGE Publications.
Kücklich, J. (2005). Precarious Playbour: Modders and the Digital Games Industry. The Fibreculture Journal. https://www.semanticscholar.org/paper/Precarious-Playbour%3A-Modders-and-the-Digital-Games-K%C3%BCcklich/98a3c68c6708eec917e119f6675acf7e208b351d
Küper, A., & Krämer, N. C. (2021). Influencing factors for building social capital on live streaming websites. Entertainment Computing, 39, 100444. https://doi.org/10.1016/j.entcom.2021.100444
Leonardi, P. M., & Treem, J. W. (2012). Knowledge management technology as a stage for strategic self-presentation: Implications for knowledge sharing in organizations. Information and Organization, 22(1), 37–59. https://doi.org/10.1016/j.infoandorg.2011.10.003
Leung, L. (2002). Loneliness, Self-Disclosure, and ICQ (“I Seek You”) Use. CyberPsychology & Behavior, 5(3), 241–251. https://doi.org/10.1089/109493102760147240
Ma, X., Hancock, J., & Naaman, M. (2016). Anonymity, Intimacy and Self-Disclosure in Social Media. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 3857–3869. https://doi.org/10.1145/2858036.2858414
McKenna, K. Y. A., & Bargh, J. A. (2000). Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology. Personality and Social Psychology Review, 4(1), 57–75. https://doi.org/10.1207/S15327957PSPR0401_6
Meraz, S. (2009). Is There an Elite Hold? Traditional Media to Social Media Agenda Setting Influence in Blog Networks. Journal of Computer-Mediated Communication, 14(3), 682–707. https://doi.org/10.1111/j.1083-6101.2009.01458.x
Oh, H. J., & LaRose, R. (2016). Impression management concerns and support-seeking behavior on social network sites. Computers in Human Behavior, 57, 38–47. https://doi.org/10.1016/j.chb.2015.12.005
O’Sullivan, P. B., & Carr, C. T. (2018). Masspersonal communication: A model bridging the mass-interpersonal divide. New Media & Society, 20(3), 1161–1180. https://doi.org/10.1177/1461444816686104
Parks, M. R., & Roberts, L. D. (1998). "Making Moosic’: The Development of Personal Relationships on Line and a Comparison to their Off-Line Counterparts. Journal of Social and Personal Relationships, 15(4), 517–537. https://doi.org/10.1177/0265407598154005
Phalen, J. W., Patricia F. (2013). The Mass Audience: Rediscovering the Dominant Model. Routledge. https://doi.org/10.4324/9780203811009
Postmes, T., Spears, R., & Lea, M. (1998). Breaching or Building Social Boundaries?SIDE-Effects of Computer-Mediated Communication. Communication Research - COMMUN RES, 25, 689–715. https://doi.org/10.1177/009365098025006006
Reardon, K. K., & Rogers, E. M. (1988). Interpersonal Versus Mass Media Communication A False Dichotomy. Human Communication Research, 15(2), 284–303. https://doi.org/10.1111/j.1468-2958.1988.tb00185.x
RICE, R. E., & LOVE, G. (1987). Electronic Emotion: Socioemotional Content in a Computer-Mediated Communication Network. Communication Research, 14(1), 85–108. https://doi.org/10.1177/009365087014001005
Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streams. Computers in Human Behavior, 92, 20–28. https://doi.org/10.1016/j.chb.2018.10.012
Sotamaa, O. (2010). When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture. Games and Culture, 5(3), 239–255. https://doi.org/10.1177/1555412009359765
Spears, R., & Lea, M. (1994). Panacea or Panopticon?The Hidden Power in Computer-Mediated Communication. Communication Research - COMMUN RES, 21, 427–459. https://doi.org/10.1177/009365094021004001
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Tammy Lin, J.-H., Bowman, N., Lin, S.-F., & Chen, Y.-S. (2019). Setting the digital stage: Defining game streaming as an entertainment experience. Entertainment Computing, 31, 100309. https://doi.org/10.1016/j.entcom.2019.100309
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Walther, J. B., Liang, Y. J., DeAndrea, D. C., Tong, S. T., Carr, C. T., Spottswood, E. L., & Amichai-Hamburger, Y. (2011). The Effect of Feedback on Identity Shift in Computer-Mediated Communication. Media Psychology, 14(1), 1–26. https://doi.org/10.1080/15213269.2010.547832
Wegner, D. M., & Vallacher, R. R. (1980). The Self in Social Psychology. Oxford University Press.
Wheeless, L. R. (1978). A follow-up study of the relationships among trust, disclosure, and interpersonal solidarity. Human Communication Research, 4, 143–157. https://doi.org/10.1111/j.1468-2958.1978.tb00604.x
Wheeless, L. R., & Grotz, J. (1977). The Measurement of Trust and Its Relationship to Self-Disclosure. Human Communication Research, 3(3), 250–257. https://doi.org/10.1111/j.1468-2958.1977.tb00523.x
Wu, J., & Liu, D. (2007). The effects of trust and enjoyment on intention to play online games. Journal of Electronic Commerce Research - JECR, 8.
Yang, J., & Stone, G. (2003). The Powerful Role of Interpersonal Communication in Agenda Setting. Mass Communication and Society, 6(1), 57–74. https://doi.org/10.1207/S15327825MCS0601_5
描述 碩士
國立政治大學
傳播學院傳播碩士學位學程
108464029
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0108464029
資料類型 thesis
dc.contributor.advisor 林日璇zh_TW
dc.contributor.author (Authors) 邱怡婷zh_TW
dc.contributor.author (Authors) Chiu, Yi-Tingen_US
dc.creator (作者) 邱怡婷zh_TW
dc.creator (作者) Chiu, Yi-Tingen_US
dc.date (日期) 2023en_US
dc.date.accessioned 2-Aug-2023 14:08:55 (UTC+8)-
dc.date.available 2-Aug-2023 14:08:55 (UTC+8)-
dc.date.issued (上傳時間) 2-Aug-2023 14:08:55 (UTC+8)-
dc.identifier (Other Identifiers) G0108464029en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/146589-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 傳播學院傳播碩士學位學程zh_TW
dc.description (描述) 108464029zh_TW
dc.description.abstract (摘要) 在新型冠狀病毒肆虐的狀況下,虛擬場域的娛樂活動反而迎來蓬勃發展,而過往人際溝通與大眾溝通的二分法,已不再適用於現今媒體匯流型態,加之新媒體環境下,許多新興內容也應運而生,本研究利用大眾人際關係模型(Masspersonal Communication Model, MPCM)作為研究基礎,並且加入新的媒體內容-遊戲實況放入討論。
本研究探討實況主自我揭露是否會影響觀眾自我揭露程度,並利用大眾人際關係模型的雙軸:感知可得性及訊息個人化,作為調節變項。本研究招募300位有效受試者,研究結果顯示感知可得性及訊息個人化的調節效果皆不顯著,然而本研究另外檢驗感知可得性及訊息個人化對自我揭露程度的中介效果,兩者皆為顯著,另也檢驗了感知可得性作為訊息個人化對觀眾自我揭露的調節效果,結果並不顯著。因此訊息個人化在遊戲實況中自我揭露的影響是具有中介效果,而在感知可得性上,則期待未來研究能更加深入討論感知可得性在遊戲實況中所扮演的角色。
zh_TW
dc.description.tableofcontents 第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的與問題 4
第二章 文獻回顧 6
第一節 遊戲實況 6
第二節 自我揭露 10
第三節 大眾人際關係模型 14
第三章 研究方法 19
第一節 研究架構 19
第二節 研究設計 20
第三節 招募對象 27
第四節 施測流程 28
第四章 假設分析 29
第一節 受試者樣本 29
第二節 量表信度 29
第三節 假設檢定 31
第五章 討論與結論 40
第一節 研究結果討論 40
第二節 學術與實務貢獻 44
第三節 研究限制與未來建議 46
參考文獻 48
附錄一 問卷 53
zh_TW
dc.format.extent 2117105 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0108464029en_US
dc.subject (關鍵詞) 大眾人際關係模型zh_TW
dc.subject (關鍵詞) 遊戲實況zh_TW
dc.subject (關鍵詞) 自我揭露zh_TW
dc.subject (關鍵詞) 感知可得性zh_TW
dc.subject (關鍵詞) 訊息個人化zh_TW
dc.title (題名) 遊戲實況聊天室之觀眾自我揭露程度-以感知可得性及訊息個人化調節zh_TW
dc.title (題名) Audience` self-disclosure degree in live streaming chat room – perceived accessibility and personalization as moderatorsen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 中文部分:
蘇蘅, & 吳淑俊. (1997). 電腦網路問卷調查可行性及回覆者特質的研究. 新聞學研究, 54, 75–100. https://doi.org/10.30386/MCR.199701_(54).0007
英文部分
Andrew F., H. (n.d.). Introduction to Mediation, Moderation, and Conditional Process Analysis: Third Edition: A Regression-Based Approach. The Guilford Press. Retrieved May 18, 2023, from https://www.guilford.com/books/Introduction-to-Mediation-Moderation-and-Conditional-Process-Analysis/Andrew-Hayes/9781462549030
Archer, R. L. (1980). Self-disclosure. In D. M. Wegner & R. Vallacher (Eds.). The Self in Social Psychology, 183–204.
Baron, R. M., & Kenny, D. A. (1986). The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. Journal of Personality and Social Psychology, 51, 1173–1182. https://doi.org/10.1037/0022-3514.51.6.1173
Bazarova, N. N. (2012). Public Intimacy: Disclosure Interpretation and Social Judgments on Facebook: Public Intimacy. Journal of Communication, 62(5), 815–832. https://doi.org/10.1111/j.1460-2466.2012.01664.x
Blight, M. G. (2016). Relationships to video game streamers: Examining gratifications, parasocial relationships, fandom, and community affiliation online. https://www.semanticscholar.org/paper/Relationships-to-video-game-streamers%3A-Examining-Blight/03741c23ab0f3335fe1228d2116d33fbe04718d9
Bowman, N. (2018). Video Games: A Medium That Demands Our Attention. Routledge. https://doi.org/10.4324/9781351235266
Carr, C. T., & Foreman, A. C. (2016). Identity Shift III: Effects of Publicness of Feedback and Relational Closeness in Computer-Mediated Communication. Media Psychology, 19(2), 334–358. https://doi.org/10.1080/15213269.2015.1049276
Cathcart, R., & Gumpert, G. (1983). Mediated interpersonal communication: Toward a new typology. Quarterly Journal of Speech, 69(3), 267–277. https://doi.org/10.1080/00335638309383654
Cayanus, J. L., & Martin, M. M. (2004). An instructor self‐disclosure scale. Communication Research Reports, 21(3), 252–263. https://doi.org/10.1080/08824090409359987
Cozby, P. C. (1973). Self-disclosure: A literature review. Psychological Bulletin, 79, 73–91. https://doi.org/10.1037/h0033950
Deutsch, M. (1958). Trust and suspicion. Journal of Conflict Resolution, 2(4), 265–279. https://doi.org/10.1177/002200275800200401
Deutsch, M., & Others, A. (1968). Social Class, Race, and Psychological Development. Holt, Rinehart and Winston, Inc.
Edelmann, N. (2013). Reviewing the Definitions of “Lurkers” and Some Implications for Online Research. Cyberpsychology, Behavior and Social Networking, 16. https://doi.org/10.1089/cyber.2012.0362
French, M., & Bazarova, N. N. (2017). Is Anybody Out There?: Understanding Masspersonal Communication Through Expectations for Response Across Social Media Platforms. Journal of Computer-Mediated Communication, 22(6), 303–319. https://doi.org/10.1111/jcc4.12197
Georgen, C., Duncan, S. C., & Cook, L. (2015). From Lurking to Participatory Spectatorship: Understanding Affordances of the Dota 2 Noob Stream. International Society of the Learning Sciences, Inc. https://repository.isls.org//handle/1/470
Giffin, K. (1967). The contribution of studies of source credibility to a theory of interpersonal trust in the communication process. Psychological Bulletin, 68, 104–120. https://doi.org/10.1037/h0024833
Gonzales, A. L., & Hancock, J. T. (2008). Identity Shift in Computer-Mediated Environments. Media Psychology, 11(2), 167–185. https://doi.org/10.1080/15213260802023433
Harasim, L. M. (1993). Global Networks: Computers and International Communication. MIT Press.
Joinson, A. (2001). Self-disclosure in computer-mediated communication: The role of self-awareness and visual anonymity. European Journal of Social Psychology, 31. https://doi.org/10.1002/ejsp.36
Jourard, S. M. (1971). Self-disclosure: An experimental analysis of the transparent self (pp. xiii, 248). John Wiley.
Knapp, M. L., & Daly, J. A. (2011). The SAGE Handbook of Interpersonal Communication. SAGE Publications.
Kücklich, J. (2005). Precarious Playbour: Modders and the Digital Games Industry. The Fibreculture Journal. https://www.semanticscholar.org/paper/Precarious-Playbour%3A-Modders-and-the-Digital-Games-K%C3%BCcklich/98a3c68c6708eec917e119f6675acf7e208b351d
Küper, A., & Krämer, N. C. (2021). Influencing factors for building social capital on live streaming websites. Entertainment Computing, 39, 100444. https://doi.org/10.1016/j.entcom.2021.100444
Leonardi, P. M., & Treem, J. W. (2012). Knowledge management technology as a stage for strategic self-presentation: Implications for knowledge sharing in organizations. Information and Organization, 22(1), 37–59. https://doi.org/10.1016/j.infoandorg.2011.10.003
Leung, L. (2002). Loneliness, Self-Disclosure, and ICQ (“I Seek You”) Use. CyberPsychology & Behavior, 5(3), 241–251. https://doi.org/10.1089/109493102760147240
Ma, X., Hancock, J., & Naaman, M. (2016). Anonymity, Intimacy and Self-Disclosure in Social Media. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 3857–3869. https://doi.org/10.1145/2858036.2858414
McKenna, K. Y. A., & Bargh, J. A. (2000). Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology. Personality and Social Psychology Review, 4(1), 57–75. https://doi.org/10.1207/S15327957PSPR0401_6
Meraz, S. (2009). Is There an Elite Hold? Traditional Media to Social Media Agenda Setting Influence in Blog Networks. Journal of Computer-Mediated Communication, 14(3), 682–707. https://doi.org/10.1111/j.1083-6101.2009.01458.x
Oh, H. J., & LaRose, R. (2016). Impression management concerns and support-seeking behavior on social network sites. Computers in Human Behavior, 57, 38–47. https://doi.org/10.1016/j.chb.2015.12.005
O’Sullivan, P. B., & Carr, C. T. (2018). Masspersonal communication: A model bridging the mass-interpersonal divide. New Media & Society, 20(3), 1161–1180. https://doi.org/10.1177/1461444816686104
Parks, M. R., & Roberts, L. D. (1998). "Making Moosic’: The Development of Personal Relationships on Line and a Comparison to their Off-Line Counterparts. Journal of Social and Personal Relationships, 15(4), 517–537. https://doi.org/10.1177/0265407598154005
Phalen, J. W., Patricia F. (2013). The Mass Audience: Rediscovering the Dominant Model. Routledge. https://doi.org/10.4324/9780203811009
Postmes, T., Spears, R., & Lea, M. (1998). Breaching or Building Social Boundaries?SIDE-Effects of Computer-Mediated Communication. Communication Research - COMMUN RES, 25, 689–715. https://doi.org/10.1177/009365098025006006
Reardon, K. K., & Rogers, E. M. (1988). Interpersonal Versus Mass Media Communication A False Dichotomy. Human Communication Research, 15(2), 284–303. https://doi.org/10.1111/j.1468-2958.1988.tb00185.x
RICE, R. E., & LOVE, G. (1987). Electronic Emotion: Socioemotional Content in a Computer-Mediated Communication Network. Communication Research, 14(1), 85–108. https://doi.org/10.1177/009365087014001005
Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streams. Computers in Human Behavior, 92, 20–28. https://doi.org/10.1016/j.chb.2018.10.012
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