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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/9781462549030Archer, 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/10.1037/0022-3514.51.6.1173Bazarova, 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.xBlight, 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/03741c23ab0f3335fe1228d2116d33fbe04718d9Bowman, N. (2018). Video Games: A Medium That Demands Our Attention. Routledge. https://doi.org/10.4324/9781351235266Carr, 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/10.1080/15213269.2015.1049276Cathcart, R., & Gumpert, G. (1983). Mediated interpersonal communication: Toward a new typology. Quarterly Journal of Speech, 69(3), 267–277. https://doi.org/10.1080/00335638309383654Cayanus, J. L., & Martin, M. M. (2004). An instructor self‐disclosure scale. Communication Research Reports, 21(3), 252–263. https://doi.org/10.1080/08824090409359987Cozby, P. C. (1973). Self-disclosure: A literature review. Psychological Bulletin, 79, 73–91. https://doi.org/10.1037/h0033950Deutsch, M. (1958). Trust and suspicion. Journal of Conflict Resolution, 2(4), 265–279. https://doi.org/10.1177/002200275800200401Deutsch, 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.2012.0362French, 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/jcc4.12197Georgen, 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/1/470Giffin, 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/h0024833Gonzales, A. L., & Hancock, J. T. (2008). Identity Shift in Computer-Mediated Environments. Media Psychology, 11(2), 167–185. https://doi.org/10.1080/15213260802023433Harasim, 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.36Jourard, 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/98a3c68c6708eec917e119f6675acf7e208b351dKüper, 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.2021.100444Leonardi, 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.2011.10.003Leung, L. (2002). Loneliness, Self-Disclosure, and ICQ (“I Seek You”) Use. CyberPsychology & Behavior, 5(3), 241–251. https://doi.org/10.1089/109493102760147240Ma, 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/10.1145/2858036.2858414McKenna, 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_6Meraz, 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.xOh, 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.2015.12.005O’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/10.1177/1461444816686104Parks, 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/10.1177/0265407598154005Phalen, J. W., Patricia F. (2013). The Mass Audience: Rediscovering the Dominant Model. Routledge. https://doi.org/10.4324/9780203811009Postmes, 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/10.1177/009365098025006006Reardon, 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.xRICE, R. E., & LOVE, G. (1987). Electronic Emotion: Socioemotional Content in a Computer-Mediated Communication Network. Communication Research, 14(1), 85–108. https://doi.org/10.1177/009365087014001005Sjöblom, 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.2018.10.012Sotamaa, 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/10.1177/1555412009359765Spears, R., & Lea, M. (1994). Panacea or Panopticon?The Hidden Power in Computer-Mediated Communication. Communication Research - COMMUN RES, 21, 427–459. https://doi.org/10.1177/009365094021004001Takahashi, M., Fujimoto, M., & Yamasaki, N. (2003). The active lurker. In ACM SIGGROUP Bulletin (Vol. 24). https://doi.org/10.1145/958161.958162Tammy 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.2019.100309Walther, J., ANDERSON, J., & PARK, D. (1994). Interpersonal Effects in Computer-Mediated InteractionA Meta-Analysis of Social and Antisocial Communication. Communication Research - COMMUN RES, 21, 460–487. https://doi.org/10.1177/009365094021004002WALTHER, J. B. (1996). Computer-Mediated Communication: Impersonal, Interpersonal, and Hyperpersonal Interaction. Communication Research, 23(1), 3–43. https://doi.org/10.1177/009365096023001001Walther, 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/10.1080/15213269.2010.547832Wegner, 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.xWheeless, 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.xWu, 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-Ting en_US dc.creator (作者) 邱怡婷 zh_TW dc.creator (作者) Chiu, Yi-Ting en_US dc.date (日期) 2023 en_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) G0108464029 en_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) 108464029 zh_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/#G0108464029 en_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 moderators en_US dc.type (資料類型) thesis en_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/9781462549030Archer, 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/10.1037/0022-3514.51.6.1173Bazarova, 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.xBlight, 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/03741c23ab0f3335fe1228d2116d33fbe04718d9Bowman, N. (2018). Video Games: A Medium That Demands Our Attention. Routledge. https://doi.org/10.4324/9781351235266Carr, 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/10.1080/15213269.2015.1049276Cathcart, R., & Gumpert, G. (1983). Mediated interpersonal communication: Toward a new typology. Quarterly Journal of Speech, 69(3), 267–277. https://doi.org/10.1080/00335638309383654Cayanus, J. L., & Martin, M. M. (2004). An instructor self‐disclosure scale. Communication Research Reports, 21(3), 252–263. https://doi.org/10.1080/08824090409359987Cozby, P. C. (1973). Self-disclosure: A literature review. Psychological Bulletin, 79, 73–91. https://doi.org/10.1037/h0033950Deutsch, M. (1958). Trust and suspicion. Journal of Conflict Resolution, 2(4), 265–279. https://doi.org/10.1177/002200275800200401Deutsch, 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.2012.0362French, 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/jcc4.12197Georgen, 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/1/470Giffin, 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/h0024833Gonzales, A. L., & Hancock, J. T. (2008). Identity Shift in Computer-Mediated Environments. Media Psychology, 11(2), 167–185. https://doi.org/10.1080/15213260802023433Harasim, 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.36Jourard, 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/98a3c68c6708eec917e119f6675acf7e208b351dKüper, 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.2021.100444Leonardi, 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.2011.10.003Leung, L. (2002). Loneliness, Self-Disclosure, and ICQ (“I Seek You”) Use. CyberPsychology & Behavior, 5(3), 241–251. https://doi.org/10.1089/109493102760147240Ma, 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/10.1145/2858036.2858414McKenna, 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_6Meraz, 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.xOh, 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.2015.12.005O’Sullivan, P. B., & Carr, C. T. (2018). Masspersonal communication: A model bridging the mass-interpersonal divide. 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