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| 2025-11 |
Virtual reality(VR) InducE Well-being (VIEW): a Scoping Review of VR Design, Mechanisms, and Well-being Outcomes |
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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 |
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| 2025-07 |
新聞遊戲成敗結果對於利社會行為之影響與機制 |
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| 2024-11 |
Does where you exercise matter? The influence of VR environmental cues and social cues on exercise motivation and behavior |
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| 2024-07 |
Helping others and improving myself: The effects of natural- and supernatural-based awe in virtual reality |
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| 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 |
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| 2023-09 |
Billy goats crossing the cyber-bridge: Interviews exploring the experiences, coping techniques, and intervention desires of in-game trolling targets |
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| 2023-08 |
Comparing shades of darkness: Trolling victims’ experiences on social media vs. online gaming |
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| 2023-05 |
Using time travel in virtual reality (VR) to increase efficacy perceptions of influenza vaccination |
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| 2022-11 |
Beat Saber as virtual reality exercising in 360 degrees: a moderated mediation model of VR playable angles on physiological and psychological outcomes |
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| 2022-08 |
Watching VR advertising together: How 3D animated agents influence audience responses and enjoyment to VR advertising |
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| 2022-06 |
Social video gaming and well-being |
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| 2021-12 |
專題論壇:遊戲研究 |
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| 2021-11 |
Longitudinal social grooming transition patterns on Facebook, social capital, and well-being |
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| 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 |
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| 2021-06 |
Trolls Without Borders: A Cross-Cultural Examination of Victim Reactions to Verbal and Silent Aggression Online |
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| 2021-05 |
A Chinese-Language Validation of the Video Game Demand Scale (VGDS-C) |
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| 2019-08 |
Setting the digital stage: Defining game streaming as an entertainment experience |
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| 2019-05 |
Strategic social grooming: Emergent social grooming styles on Facebook, social capital and well-being |
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| 2019-03 |
The common player-avatar interaction scale (cPAX) : Expansion and cross language Validation |
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| 2019-03 |
Newsgames for the greater good: The effects of graphic realism and geographic proximity on knowledge acquisition and willingness to help |
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| 2019-03 |
Strategic social grooming: Emergent social grooming styles on Facebook, social capital and well-being |
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| 2019-01 |
Because Jimmy Kimmel wants to know: Motivations for watching game streaming as predictors of viewing time and enjoyment |
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| 2018-09 |
So scary, yet so fun: the role of self-efficacy in enjoyment of a virtual reality horror game |
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