Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/131972
題名: 感同「身受」:虛擬實境體現他人經驗對同理心與助人意願的強化效果
I Feel What You Feel: Using Virtual Embodiment to Increase Affective Empathy and Willingness to Help
作者: 吳岱芸
Wu, Dai-Yun
貢獻者: 林日璇
Lin, Jih-Hsuan
吳岱芸
Wu, Dai-Yun
關鍵詞: 合理性錯覺
助人意願
情感同理
虛擬實境
虛擬體現
認知同理
affective empathy
cognitive empathy
willingness to help
plausibility illusion
virtual embodiment
virtual reality
日期: 2020
上傳時間: 2-九月-2020
摘要: 虛擬實境科技能讓使用者置身於特定情境中,以第一人稱觀點直接體現(embody)他人的主觀經驗,因而被認為具有促進同理的潛力,甚至被稱做「同理心機器」。然而對此觀點,相關實證研究尚未獲得一致結論,且過去研究主要關注虛擬實境科技對於認知同理的強化效果而少有研究討論其對情感同理的影響。本研究填補過去研究缺口,同時關注同理心的認知與情感面向,指出虛擬實境科技幫助使用者對他人苦痛「感同身受」的潛力或許是促進情感同理與助人意願的關鍵因素,並提出體驗過程中的合理性錯覺與情緒反應是其中重要的效果機制。\n透過2(媒介沉浸層級:虛擬實境裝置/桌上型電腦) x 2(體現方式:有虛擬身體/無虛擬身體)的組間設計實驗,本研究讓參與者(n = 140)以第一人稱觀點體現街友的負面經驗後,比較其所展現的情感同理、認知同理反應與助人意願差異。研究結果顯示,虛擬實境體現對於同理心以及助人意願有間接的強化效果。透過虛擬實境體現街友的負面經驗的參與者比使用桌上電腦進行體驗的參與者展現出更強的情感同理與認知同理反應,也表達了更高的助人意願,但其效果需經由合理性錯覺的中介而產生。此外,結果亦顯示出虛擬實境體現他人經驗的過程,可以經由不同的機制分別強化情感同理與認知同理反應,點出體現過程所引發的情緒經驗的重要性,支持本研究的觀點。
Virtual reality technology (VR) is described as “empathy machine” because it allows users to step into another person`s shoes and embody the subjective experience of others. However, empirical evidence supporting the claim that VR is more effective in eliciting empathy than other medium is limited. Besides, much of the research up to now has only focused on VR’s effects on the cogintive facet of empathy. The present study aimed to establish an understanding of the effects and mechanisms of VR on the state of affective as well as cognitive empathy and prosocial intention. This study proposed and tested a serial mediated moderation model arguing that the plausibility illusion and emotional reactions emerging in the experience is the critical mechanisms. In a 2 (levels of media immersion: desktop computer vs. VR) × 2 (virtual body representation: visible body vs. no body) between-subject experiment, 140 participants embodied as a homeless and experienced a negative episode. The results showed that levels of media immersion had indirect effects on affective empathy, cognitive empathy and intention to help. Participants who experienced the negative episode of the homeless with VR reported higher levels of affective empathy, cognitive empathy and willingness to help than the participants who experienced the negative episode on the desktop computer. These effects were mediated by plausibility illusion. Furthermore, the results also suggested that virtual embodiment enhanced affective empathy and cognitive empathy through different mechanisms, highlighting the role of emotional responses during the virtual embodiment experience and supporting the argument of this research.
參考文獻: 人生百味(2017)。《街頭生存指南:城市狹縫求生兼作樂的第一堂課》。台北:行人。\n李佳庭(2019年7月17日)。〈《你不伸手,他會在這裡躺多久?》:七成有工作、九成非自願——你真的了解街友嗎?〉,《關鍵評論網》。取自\nhttps://www.thenewslens.com/article/121899\n陳妤寧(2015年5月7日)。〈街友不是「非我族類」— 幫助街友破解刻版印象的芒草心協會(上)〉,《NPOst 公益交流站》。取自https://npost.tw/archives/18675\n陳岳辰譯(2017)。《失控的同理心︰道德判斷的偏誤與理性思考的價值》,台北,商週。(原書:Bloom, P. [2017]. Against empathy: The case for rational compassion. London, UK: The Bodley Head.)\nAhn, S. J. G., Bailenson, J. N., & Park, D. (2014). Short-and long-term effects of embodied experiences in immersive virtual environments on environmental locus of control and behavior. Computers in Human Behavior, 39, 235-245.\nAhn, S. J., Le, A. M. T., & Bailenson, J. (2013). The effect of embodied experiences on self-other merging, attitude, and helping behavior. Media Psychology, 16(1), 7-38.\nAlsina-Jurnet, I., Gutiérrez-Maldonado, J., & Rangel-Gómez, M. V. (2011). The role of presence in the level of anxiety experienced in clinical virtual environments. Computers in Human Behavior, 27(1), 504-512.\nAndreychik, M. R., & Lewis, E. (2017). Will you help me to suffer less? How about to feel more joy? Positive and negative empathy are associated with different other-oriented motivations. Personality and Individual Differences, 105, 139-149.\nAng, R. P., & Goh, D. H. (2010). Cyberbullying among adolescents: The role of affective and cognitive empathy, and gender. Child Psychiatry & Human Development, 41(4), 387-397.\nArcher, R. L., Diaz-Loving, R., Gollwitzer, P. M., Davis, M. H., & Foushee, H. C. (1981). The role of dispositional empathy and social evaluation in the empathic mediation of helping. Journal of Personality and Social Psychology, 40(4), 786-796.\nBaños, R. M., Botella, C., Alcañiz, M., Liaño, V., Guerrero, B., & Rey, B. (2004). Immersion and emotion: Their impact on the sense of presence. CyberPsychology & Behavior, 7(6), 734-741.\nBaron-Cohen, S., Leslie, A. M., & Frith, U. (1985). Does the autistic child have a “theory of mind”? Cognition, 21(1), 37-46.\nBaron, 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(6), 1173-1182.\nBartsch, A. (2008). Meta-emotion: How films and music videos communicate emotions about emotions. Projections, 2(1), 45-59.\nBartsch, A., Appel, M., & Storch, D. (2010). Predicting emotions and meta-emotions at the movies: The role of the need for affect in audiences’ experience of horror and drama. Communication Research, 37(2), 167-190.\nBatson, C. D. (1991). The altruism question: Toward a social-psychological answer. Hillsdale, NJ: Lawrence Erlbaum Associates.\nBatson, C. D. (2011). Altruism in humans. New York, NY: Oxford University Press.\nBatson, C. D., Chang, J., Orr, R., & Rowland, J. (2002). Empathy, attitudes, and action: Can feeling for a member of a stigmatized group motivate one to help the group? Personality and Social Psychology Bulletin, 28(12), 1656-1666.\nBatson, C. D., Eklund, J. H., Chermok, V. L., Hoyt, J. L., & Ortiz, B. G. (2007). An additional antecedent of empathic concern: valuing the welfare of the person in need. Journal of Personality and Social Psychology, 93(1), 65.\nBatson, C. D., Fultz, J., & Schoenrade, P. A. (1987). Distress and empathy: Two qualitatively distinct vicarious emotions with different motivational consequences. Journal of Personality, 55(1), 19-39.\nBatson, C. D., Polycarpou, M. P., Harmon-Jones, E., Imhoff, H. J., Mitchener, E. C., Bednar, L. L., ... & Highberger, L. (1997). Empathy and attitudes: Can feeling for a member of a stigmatized group improve feelings toward the group? Journal of Personality and Social Psychology, 72(1), 105.\nBatson, C. D., Turk, C. L., Shaw, L. L., & Klein, T. R. (1995). Information function of empathic emotion: Learning that we value the other`s welfare. Journal of Personality and Social Psychology, 68(2), 300.\nBlanke, O., & Metzinger, T. (2009). Full-body illusions and minimal phenomenal selfhood. Trends in Cognitive Science, 13(1), 7–13.\nBotvinick, M., & Cohen, J. (1998). Rubber hands ‘feel’touch that eyes see. Nature, 391(6669), 756.\nCialdini, R. B., Brown, S. L., Lewis, B. P., Luce, C., & Neuberg, S. L. (1997). Reinterpreting the empathy–altruism relationship: When one into one equals oneness. Journal of Personality and Social Psychology, 73(3), 481.\nCohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication & Society, 4(3), 245-264.\nCoke, J. S., Batson, C. D., & McDavis, K. (1978). Empathic mediation of helping: A two-stage model. Journal of Personality and Social Psychology, 36(7), 752.\nCrick, T. (2011). The game body: Toward a phenomenology of contemporary video gaming. Games and Culture, 6(3), 259-269.\nCummings, J. J., & Bailenson, J. N. (2016). How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychology, 19(2), 272-309.\nDavis, M. H. (1980). A multidimensional approach to individual differences in empathy. JSAS Catalog of Selected Documents in Psychology, 10, 85-104.\nDavis, M. H. (1983a). Measuring individual differences in empathy: Evidence for a multidimensional approach. Journal of Personality and Social Psychology, 44(1), 113.\nDavis, M. H. (1983b). The effects of dispositional empathy on emotional reactions and helping: A multidimensional approach. Journal of Personality, 51(2), 167-184.\nde Borst, A. W., Sanchez-Vives, M. V., Slater, M., & de Gelder, B. (2020). First-person virtual embodiment modulates the cortical network that encodes the bodily self and its surrounding space during the experience of domestic violence. Eneuro, 7(3), 1-14.\nDe la Peña, N., Weil, P., Llobera, J., Giannopoulos, E., Pomés, A., Spanlang, B., ... & Slater, M. (2010). Immersive journalism: Immersive virtual reality for the first-person experience of news. Presence: Teleoperators and Virtual Environments, 19(4), 291-301.\nde Wied, M., Goudena, P. P., & Matthys, W. (2005). Empathy in boys with disruptive behavior disorders. Journal of Child Psychology and Psychiatry, 46(8), 867-880.\nDickert, S., Sagara, N., & Slovic, P. (2011). Affective motivations to help others: A two‐stage model of donation decisions. Journal of Behavioral Decision Making, 24(4), 361-376.\nDovidio, J. F., Piliavin, J. A., Gaertner, S. L., Schroeder, D. A., & Clark, R. D. III. (1991). The arousal: Cost-reward model and the process of intervention: A review of the evidence. In M. S. Clark (Ed.), Review of personality and social psychology, Vol. 12. Prosocial behavior (pp. 86-118). New York, NY: Sage Publications.\nEisenberg, N., & Fabes, F. (1998). Prosocial development. In W. Damon, & N. Eisenberg (Eds.), Handbook of child psychology: Vol. 3. Social, emotional and personality development, 5th edn (pp. 701-778). New York, NY: John Wiley & Sons, Inc.\nEisenberg, N., & Strayer, J. (Eds.). (1990). Empathy and its development. Cambridge, UK: CUP Archive.\nFeshbach, N. D., & Feshbach, S. (1982). Empathy training and the regulation of aggression: Potentialities and limitations. Academic Psychology Bulletin, 4(3), 399-413.\nGilbert, S. B. (2016). Perceived realism of virtual environments depends on authenticity. Presence: Teleoperators and Virtual Environments, 24(4), 322-324.\nGoleman, D. (2008, March 1). Hot to help: When can empathy move us to action. Greater Good Magazine. Retrieved from https://greatergood.berkeley.edu/article/item/hot_to_help\nGorini, A., Capideville, C. S., De Leo, G., Mantovani, F., & Riva, G. (2011). The role of immersion and narrative in mediated presence: The virtual hospital experience. Cyberpsychology, Behavior, and Social Networking, 14(3), 99-105.\nGregersen, A. L., & Grodal, T. K. (2008). Embodiment and interface. In B. Perron, & M. J. Wolf (Eds.), Video Game Theory Reader 2 (pp. 65-83). London, UK, Routledge.\nGutsell, J. N., & Inzlicht, M. (2012). Intergroup differences in the sharing of emotive states: Neural evidence of an empathy gap. Social Cognitive and Affective Neuroscience, 7(5), 596-603.\nHaegerich, T. M., & Bottoms, B. L. (2000). Empathy and jurors` decisions in patricide trials involving child sexual assault allegations. Law and Human Behavior, 24(4), 421-448.\nHamilton-Giachritsis, C., Banakou, D., Quiroga, M. G., Giachritsis, C., & Slater, M. (2018). Reducing risk and improving maternal perspective-taking and empathy using virtual embodiment. Scientific Reports, 8(1), 2975.\nHarris, L. T., & Fiske, S. T. (2006). Dehumanizing the lowest of the low : Neuroimaging responses to extreme out-groups. Psychological Science, 17(10), 847-853.\nHayes, A. F. (2017). Introduction to mediation, moderation, and conditional process analysis: A regression-based approach. New York, NY: Guilford Publications.\nHein, G., Silani, G., Preuschoff, K., Batson, C. D., & Singer, T. (2010). Neural responses to ingroup and outgroup members` suffering predict individual differences in costly helping. Neuron, 68(1), 149-160.\nHerrera, F., Bailenson, J., Weisz, E., Ogle, E., & Zaki, J. (2018). Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective-taking. PloS One, 13(10), e0204494.\nHershfield, H. E., Goldstein, D. G., Sharpe, W. F., Fox, J., Yeykelis, L., Carstensen, L. L., & Bailenson, J. N. (2011). Increasing saving behavior through age-progressed renderings of the future self. Journal of Marketing Research, 48(SPL), S23-S37.\nJolliffe, D., & Farrington, D. P. (2006). Development and validation of the Basic Empathy Scale. Journal of Adolescence, 29(4), 589-611.\nJuan, M. C., & Pérez, D. (2009). Comparison of the levels of presence and anxiety in an acrophobic environment viewed via HMD or CAVE. Presence: Teleoperators and Virtual Environments, 18(3), 232-248.\nKilteni, K., Groten, R., & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373-387.\nKilteni, K., Groten, R., & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373-387.\nKlimmt, C., Hefner, D., & Vorder, P. (2009). The video game experience as “true” identification: A theory of enjoyable alterations of players` self‐perception. Communication Theory, 19(4), 351-373.\nLee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27–50.\nLevine, M., Prosser, A., Evans, D., & Reicher, S. (2005). Identity and emergency intervention: How social group membership and inclusiveness of group boundaries shape helping behavior. Personality and Social Psychology Bulletin, 31(4), 443-453.\nLin, J. H. (2013). Identification matters: A moderated mediation model of media interactivity, character identification, and video game violence on aggression. Journal of Communication, 63(4), 682-702.\nLin, J. H. T. (2017). Fear in virtual reality (VR): Fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game. Computers in Human Behavior, 72, 350-361.\nLin, J. H. T., & Wu, D. Y. (2020). Newsgames for the greater Good: The effects of graphic realism and geographic proximity on knowledge acquisition and willingness to help. Journalism & Mass Communication Quarterly, 97(1), 30-51.\nLlobera, J., Sanchez-Vives, M. V., & Slater, M. (2013). The relationship between virtual body ownership and temperature sensitivity. Journal of the Royal Society Interface, 10(85), 20130300.\nMaselli, A., & Slater, M. (2013). The building blocks of the full body ownership illusion. Frontiers in Human Neuroscience, 7, 83.\nMelchers, M., Montag, C., Reuter, M., Spinath, F. M., & Hahn, E. (2016). How heritable is empathy? Differential effects of measurement and subcomponents. Motivation and Emotion, 40(5), 720-730.\nMiller, P. A., & Eisenberg, N. (1988). The relation of empathy to aggressive and externalizing/antisocial behavior. Psychological Bulletin, 103(3), 324-344.\nMoseley, G. L., Olthof, N., Venema, A., Don, S., Wijers, M., Gallace, A., & Spence, C. (2008). Psychologically induced cooling of a specific body part caused by the illusory ownership of an artificial counterpart. Proceedings of the National Academy of Sciences, 105(35), 13169-13173.\nNorman, D. A. (1988). The psychology of everyday things. New York, NY: Basic books.\nOppegaard, B., & Rabby, M. K. (2016). Proximity: Revealing new mobile meanings of a traditional news concept. Digital Journalism, 4, 621-638.\nPandita, S., Yee, J., & Won, A. S. (2020, March). Affective embodiment: Embodying emotions through postural representation in VR. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 617-618). Atlanta, GA.\nParsons, T. D., & Rizzo, A. A. (2008). Affective outcomes of virtual reality exposure therapy for anxiety and specific phobias: A meta-analysis. Journal of Behavior Therapy and Experimental Psychiatry, 39(3), 250-261.\nPavani, F., Spence, C., & Driver, J. (2000). Visual capture of touch: Out-of-the-body experiences with rubber gloves. Psychological Science, 11(5), 353-359.\nPeng, W., Lee, M., & Heeter, C. (2010). The effects of a serious game on role‐taking and willingness to help. Journal of Communication, 60(4), 723-742.\nPenn, D. L., Ivory, J. D., & Judge, A. (2010). The virtual doppelganger: Effects of a virtual reality simulator on perceptions of schizophrenia. The Journal of Nervous and Mental Disease, 198(6), 437-443.\nPeperkorn, H. M., & Mühlberger, A. (2013). The impact of different perceptual cues on fear and presence in virtual reality. In B. K. Wiederhold, & G. Riva (Eds.), Annual review of cybertherapy and telemedicine 2013 (pp. 75-84). IOS Press.\nPreacher, K. J., & Hayes, A. F. (2004). SPSS and SAS procedures for estimating indirect effects in simple mediation models. Behavior Research Methods, Instruments, & Computers, 36(4), 717-731.\nPreacher, K. J., & Hayes, A. F. (2008). Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models. Behavior Research Methods, 40(3), 879-891.\nPreacher, K. J., & Leonardelli, G. J. (2001). Calculation for the Sobel test: An interactive 1calculation tool for mediation tests. Retrieved July 1, 2020, from http://quantpsy.org/sobel/sobel.htm\nPreacher, K. J., Rucker, D. D., & Hayes, A. F. (2007). Addressing moderated mediation hypotheses: Theory, methods, and prescriptions. Multivariate Behavioral Research, 42(1), 185-227.\nPrice, M., Mehta, N., Tone, E. B., & Anderson, P. L. (2011). Does engagement with exposure yield better outcomes? Components of presence as a predictor of treatment response for virtual reality exposure therapy for social phobia. Journal of Anxiety Disorders, 25(6), 763-770.\nRobillard, G., Bouchard, S., Fournier, T., & Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games. CyberPsychology & Behavior, 6(5), 467-476.\nRuckmann, J., Bodden, M., Jansen, A., Kircher, T., Dodel, R., & Rief, W. (2015). How pain empathy depends on ingroup/outgroup decisions: A functional magnet resonance imaging study. Psychiatry Research: Neuroimaging, 234(1), 57-65.\nRussell, J. A., Weiss, A., & Mendelsohn, G. A. (1989). Affect grid: A single-item scale of pleasure and arousal. Journal of Personality and Social Psychology, 57(3), 493.\nSah, Y. J., Ratan, R., Tsai, H. Y. S., Peng, W., & Sarinopoulos, I. (2017). Are you what your avatar eats? Health-behavior effects of avatar-manifested self-concept. Media Psychology, 20(4), 632-657.\nSanchez-Vives, M. V., Spanlang, B., Frisoli, A., Bergamasco, M., & Slater, M. (2010). Virtual hand illusion induced by visuomotor correlations. PloS One, 5(4), e10381.\nSchutte, N. S., & Stilinović, E. J. (2017). Facilitating empathy through virtual reality. Motivation and Emotion, 41(6), 708-712.\nSeinfeld, S., Arroyo-Palacios, J., Iruretagoyena, G., Hortensius, R., Zapata, L. E., Borland, D., ... & Sanchez-Vives, M. V. (2018). Offenders become the victim in virtual reality: impact of changing perspective in domestic violence. Scientific Reports, 8(1), 2692.\nShamay-Tsoory, S. G. (2011). The neural bases for empathy. The Neuroscientist, 17(1), 18-24.\nShamay-Tsoory, S. G., Aharon-Peretz, J., & Perry, D. (2009). Two systems for empathy: A double dissociation between emotional and cognitive empathy in inferior frontal gyrus versus ventromedial prefrontal lesions. Brain, 132(3), 617-627.\nShen, L. (2010). On a scale of state empathy during message processing. Western Journal of Communication, 74(5), 504-524.\nShin, D., & Biocca, F. (2018). Exploring immersive experience in journalism. New Media & Society, 20(8), 2800-2823.\nSkalski, P., Tamborini, R., Shelton, A., Buncher, M., & Lindmark, P. (2011). Mapping the road to fun: Natural video game controllers, presence, and game enjoyment. New Media & Society, 13(2), 224-242.\nSkarbez, R., Brooks, Jr, F. P., & Whitton, M. C. (2017). A survey of presence and related concepts. ACM Computing Surveys (CSUR), 50(6), 1-39.\nSkarbez, R., Neyret, S., Brooks, F. P., Slater, M., & Whitton, M. C. (2017). A psychophysical experiment regarding components of the plausibility illusion. IEEE Transactions on Visualization and Computer Graphics, 23(4), 1369-1378.\nSlater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549-3557.\nSlater, M., & Sanchez-Vives, M. V. (2014). Transcending the self in immersive virtual reality. Computer, 47(7), 24-30.\nSlater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators & Virtual Environments, 6(6), 603-616.\nSlater, M., Spanlang, B., & Corominas, D. (2010). Simulating virtual environments within virtual environments as the basis for a psychophysics of presence. ACM Transactions on Graphics (TOG), 29(4), 92.\nSmith, A. (2006). Cognitive empathy and emotional empathy in human behavior and evolution. The Psychological Record, 56(1), 3-21.\nSpanlang, B., Normand, J. M., Borland, D., Kilteni, K., Giannopoulos, E., Pomés, A., ... & Slater, M. (2014). How to build an embodiment lab: achieving body representation illusions in virtual reality? Frontiers in Robotics and AI, 1, 9.\nTamborini R., & Skalski, P. (2006). The role of presence in the experience of electronic games. In P. Vorderer, & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 225-240). Mahwah, NJ: Lawrence Erlbaum.\nvan Loon, A., Bailenson, J., Zaki, J., Bostick, J., & Willer, R. (2018). Virtual reality perspective-taking increases cognitive empathy for specific others. PloS One, 13(8).\nVan Overwalle, F., & Baetens, K. (2009). Understanding others` actions and goals by mirror and mentalizing systems: A meta-analysis. Neuroimage, 48(3), 564-584.\nVisch, V. T., Tan, E. S., & Molenaar, D. (2010). The emotional and cognitive effect of immersion in film viewing. Cognition and Emotion, 24(8), 1439-1445.\nVorderer, P., Wirth, W., Gouveia, F. R., Biocca, F., Saari, T., Jäncke, F., ... & Klimmt, C. (2004). MEC spatial presence questionnaire (MEC-SPQ): Short documentation and instructions for application. Report to the European Community, Project Presence: MEC (IST-2001-37661). Retrieved from http://www.ijk.hmt-hannover.de/presence.\nWinter, K., Spengler, S., Bermpohl, F., Singer, T., & Kanske, P. (2017). Social cognition in aggressive offenders: Impaired empathy, but intact theory of mind. Scientific Reports, 7(1), 670.\nWoltin, K. A., Yzerbyt, V. Y., & Corneille, O. (2011). On reducing an empathy gap: The impact of self‐construal and order of judgment. British Journal of Social Psychology, 50(3), 553-562.\nYee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33(3), 271-290.\nZaki, J., & Ochsner, K. N. (2012). The neuroscience of empathy: Progress, pitfalls and promise. Nature Neuroscience, 15(5), 675.
描述: 博士
國立政治大學
傳播學院博士班
102463501
資料來源: http://thesis.lib.nccu.edu.tw/record/#G0102463501
資料類型: thesis
Appears in Collections:學位論文

Files in This Item:
File Description SizeFormat
350101.pdf3.18 MBAdobe PDF2View/Open
Show full item record

Google ScholarTM

Check

Altmetric

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.