Shu-Fang Lin
Biographic Data
| ID | 9719622 |
|---|---|
| NAME | Shu-Fang Lin |
| GIVEN NAMES | Shu-Fang |
| FAMILY NAME | Lin |
| SIGNATURE | LIN S |
| AFFILIATIONS | National Chung Cheng University, Taiwan |
| VERIFIED | No |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 10 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
Nostalgia as a Bridge Across Time
This study investigates how media-evoked nostalgia shapes hedonic and eudaimonic entertainment experiences and motivates both prosocial and self-oriented personal goals through self-continuity. Across two studies using experimental and survey designs, participants either watched nostalgic media clips (Study 1) or recalled personally meaningful media experiences (Study 2). In Study 1, nostalgic clips increased enjoyment, appreciation, and self-con…
Extending Society
This study examined the relationship among personal network characteristics, gratification-utilities and the frequency of use of three interactive communication technologies (landline telephone, email and instant messaging). A conceptual framework is presented, providing a rationale for three hypotheses predicting positive relationships between personal network characteristics (size, intimacy and physical proximity), gratification-utilities and f…
Relational Communication in Computer-Mediated Interaction Revisited
Studies of online environments estimate that the majority of members in online forums do not contribute to ongoing discussions and only observe or “lurk” (e.g., Nonnecke & Preece, 2000). Despite the prevalence of this form of information acquisition, direct comparisons between the experiences of these “observers” (or “lurkers”) and active participants are lacking. The present research draws on previous research examining perceptual differences be…
Extending Society
This study examined the relationship among personal network characteristics, gratification-utilities and the frequency of use of three interactive communication technologies (landline telephone, email and instant messaging). A conceptual framework is presented, providing a rationale for three hypotheses predicting positive relationships between personal network characteristics (size, intimacy and physical proximity), gratification-utilities and f…
Relational Communication in Computer-Mediated Interaction Revisited
Studies of online environments estimate that the majority of members in online forums do not contribute to ongoing discussions and only observe or “lurk” (e.g., Nonnecke & Preece, 2000). Despite the prevalence of this form of information acquisition, direct comparisons between the experiences of these “observers” (or “lurkers”) and active participants are lacking. The present research draws on previous research examining perceptual differences be…
Extending Society
This study examined the relationship among personal network characteristics, gratification-utilities and the frequency of use of three interactive communication technologies (landline telephone, email and instant messaging). A conceptual framework is presented, providing a rationale for three hypotheses predicting positive relationships between personal network characteristics (size, intimacy and physical proximity), gratification-utilities and f…
Relational Communication in Computer-Mediated Interaction Revisited
Studies of online environments estimate that the majority of members in online forums do not contribute to ongoing discussions and only observe or “lurk” (e.g., Nonnecke & Preece, 2000). Despite the prevalence of this form of information acquisition, direct comparisons between the experiences of these “observers” (or “lurkers”) and active participants are lacking. The present research draws on previous research examining perceptual differences be…
Nostalgia as a Bridge Across Time
This study investigates how media-evoked nostalgia shapes hedonic and eudaimonic entertainment experiences and motivates both prosocial and self-oriented personal goals through self-continuity. Across two studies using experimental and survey designs, participants either watched nostalgic media clips (Study 1) or recalled personally meaningful media experiences (Study 2). In Study 1, nostalgic clips increased enjoyment, appreciation, and self-con…
Computer Science (2 works) · Digital Marketing and Social Media (2 works) · Psychology (2 works) · Social Psychology (2 works) · Social Psychology (2 works) · World Wide Web (2 works) · Asynchronous communication (1 works) · Computer network (1 works) · Computer-mediated communication (1 works) · Context (archaeology (1 works)