學術產出-期刊論文

Showing 1-25 of 47 、
日期 題名 類型 全文
2027-01 Pieces of me: Theorizing affordance-based social media usage styles and their impact on social capital and well-Being article 說明頁(60)
2026-06 Shared awe, greater awe in virtual reality (VR) together: how multi-users and viewing direction influence prosocial and self-improvement through social presence and awe article 說明頁(54)
2026-06 Excellence in media: The effects of ability-based awe videos on prosocial intention and self-improvement article 說明頁(98)
2026-03 Feeling “wow” in learning: the effects of virtual reality exhibition environments on emotions and learning article 說明頁(45)
2025-11 Gosh! It is truly happening to me: Embodying adverse health outcomes through immersive virtual reality to promote perceived risk and healthy behaviors article 說明頁(302)
2025-11 Virtual reality(VR) InducE Well-being (VIEW): a Scoping Review of VR Design, Mechanisms, and Well-being Outcomes article 說明頁(85)
2025-07 新聞遊戲成敗結果對於利社會行為之影響與機制 article 說明頁(300)
2025-07 Let us sweat it out in virtual reality: The effects of virtual reality exercise contexts on physical activity outcomes through social presence and audience responses article 說明頁(89)
2024-11 Does where you exercise matter? The influence of VR environmental cues and social cues on exercise motivation and behavior article 說明頁(450)
2024-07 Helping others and improving myself: The effects of natural- and supernatural-based awe in virtual reality article 說明頁(533)
2024-01 I wanna share this, but...: explicating invested costs and privacy concerns of social grooming behaviors in Facebook and users' well-being and social capital article 說明頁(845)
2023-09 Billy goats crossing the cyber-bridge: Interviews exploring the experiences, coping techniques, and intervention desires of in-game trolling targets article 說明頁(696)
2023-08 Comparing shades of darkness: Trolling victims’ experiences on social media vs. online gaming article 說明頁(800)
2023-05 Using time travel in virtual reality (VR) to increase efficacy perceptions of influenza vaccination article 說明頁(782)
2022-11 Beat Saber as virtual reality exercising in 360 degrees: a moderated mediation model of VR playable angles on physiological and psychological outcomes article 說明頁(699)
2022-08 Watching VR advertising together: How 3D animated agents influence audience responses and enjoyment to VR advertising article 說明頁(755)
2022-06 Social video gaming and well-being article 說明頁(601)
2021-12 專題論壇:遊戲研究 article pdf(599)
2021-11 Longitudinal social grooming transition patterns on Facebook, social capital, and well-being article pdf(861)
2021-10 Exercising with embodied young avatars: How young vs. older avatars in virtual reality affect perceived exertion and physical activity among male and female elderly individuals article 說明頁(668)
2021-06 Trolls Without Borders: A Cross-Cultural Examination of Victim Reactions to Verbal and Silent Aggression Online article pdf(597)
2021-05 A Chinese-Language Validation of the Video Game Demand Scale (VGDS-C) article pdf(696)
2019-08 Setting the digital stage: Defining game streaming as an entertainment experience article pdf(706)
2019-05 Strategic social grooming: Emergent social grooming styles on Facebook, social capital and well-being article 說明頁(782)
2019-03 The common player-avatar interaction scale (cPAX) : Expansion and cross language Validation article pdf(652)