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Pin Luarn

Biographic Data

ID4036078
NAMEPin Luarn
GIVEN NAMESPin
FAMILY NAMELuarn
SIGNATURELUARN P
AFFILIATIONSNational Taiwan University of Science and Technology
ORCID0000-0003-4561-5474
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS6
AUTHOR COUNT7
EDITOR COUNT0
FIRST PUBLICATION YEAR2003
LATEST PUBLICATION YEAR2025
H-INDEX1
  • How does perceived value of gamification improve online learning effectiveness? The role of flow state

    Pin Luarn, Chiao-Chieh Chen et al.•ARTICLE•Interactive Learning Environments•2025

    The use of gamification might offer a partial solution to the decline in students’ motivation and engagement in online learning settings, particularly in social science education within Chinese cultural contexts. This study aimed to examine whether perceived value of gamification (hedonic, utilitarian, and social value) in online learning may impact flow states (enjoyment and concentration) and online learning effectiveness (satisfaction and perc…

  • How Product Background Color Combination in Brand Post Affects Product Evaluation on Instagram

    Pin Luarn, Chiao-Chieh Chen et al.•ARTICLE•Visual Communication Quarterly•2024

    The influence of visual content and heuristic cues on product evaluation, such as color composition on Instagram, remains unclear. This study aimed to investigate the influence of product background color combinations (similar vs. contrastive) on product evaluation. Two empirical analyses were conducted, and the findings revealed that when the color is similar between product and background, it can significantly influence product evaluation in bo…

  • Hierarchical Relationship of Negative Emotion Perception from Violent Video Games

    Open Access•Hong-Wen Lin, Hong‐Wen Lin et al.•ARTICLE•Science Technology and Society•2017

    Video games featuring violent contents have become more and more prevalent among children and teenagers. It is therefore imperative to ponder on questions such as ‘Are violent video games dangerous digital games?’ and ‘What negative emotions do they trigger in gamers?’ As such, this study aims to explore the negative emotions that violent video games trigger in gamers and determine the cause for each negative emotion. For the purpose of this rese…

  • Influence of Facebook brand-page posts on online engagement

    Open Access•Pin Luarn, Yu-Fan Lin et al.•ARTICLE•Online Information Review•2015

    Purpose – The purpose of this paper is to examine how various characteristics of brand posts influence online engagement on Facebook brand pages. Design/methodology/approach – The data used for this study were obtained from the posts of ten popular official brand pages. For the selected period between March 1 and May 1, 2014, a total of 1,030 posts were obtained and manually processed on September 1, 2014. To assign post categories to the posts c…

  • Key variables to predict tie strength on social network sites

    Open Access•Pin Luarn, Yu-Ping Chiu et al.•ARTICLE•Internet Research•2015•Cited by: 6•References: 12

    Purpose – The purpose of this paper is to predict tie strength using profile similarities and interaction data between users, and thus distinguish between strong and weak relationships on social network sites (SNSs). Design/methodology/approach – This study developed a program and an online questionnaire to collect the data set from Facebook, and then integrated that data set with a subjective data set consisting of participants’ opinions of the …

  • Toward an understanding of the behavioral intention to use mobile banking

    Open Access•Pin Luarn, Hsin‐Hui Lin et al.•ARTICLE•Computers in Human Behavior•2005

  • An exploratory study of advancing mobilization in the life insurance industry

    Open Access•Pin Luarn, Tom M Y Lin et al.•ARTICLE•Internet Research•2003

    The practical application of enterprise mobilization is the use of a wireless network system and equipment to allow employees to update information on demand. This study employs a case study method, using in‐depth interviews of 29 corporate managers and experts to understand the current state of mobilization in the life insurance industry. The study suggests a conceptual framework for mobilization in the life insurance industry, and formulates po…

  • Key variables to predict tie strength on social network sites

    Open Access•Pin Luarn, Yu-Ping Chiu et al.•ARTICLE•Internet Research•2015•Cited by: 6•References: 12

    Purpose – The purpose of this paper is to predict tie strength using profile similarities and interaction data between users, and thus distinguish between strong and weak relationships on social network sites (SNSs). Design/methodology/approach – This study developed a program and an online questionnaire to collect the data set from Facebook, and then integrated that data set with a subjective data set consisting of participants’ opinions of the …

  • An exploratory study of advancing mobilization in the life insurance industry

    Open Access•Pin Luarn, Tom M Y Lin et al.•ARTICLE•Internet Research•2003

    The practical application of enterprise mobilization is the use of a wireless network system and equipment to allow employees to update information on demand. This study employs a case study method, using in‐depth interviews of 29 corporate managers and experts to understand the current state of mobilization in the life insurance industry. The study suggests a conceptual framework for mobilization in the life insurance industry, and formulates po…

  • Toward an understanding of the behavioral intention to use mobile banking

    Open Access•Pin Luarn, Hsin‐Hui Lin et al.•ARTICLE•Computers in Human Behavior•2005

  • Influence of Facebook brand-page posts on online engagement

    Open Access•Pin Luarn, Yu-Fan Lin et al.•ARTICLE•Online Information Review•2015

    Purpose – The purpose of this paper is to examine how various characteristics of brand posts influence online engagement on Facebook brand pages. Design/methodology/approach – The data used for this study were obtained from the posts of ten popular official brand pages. For the selected period between March 1 and May 1, 2014, a total of 1,030 posts were obtained and manually processed on September 1, 2014. To assign post categories to the posts c…

  • Key variables to predict tie strength on social network sites

    Open Access•Pin Luarn, Yu-Ping Chiu et al.•ARTICLE•Internet Research•2015•Cited by: 6•References: 12

    Purpose – The purpose of this paper is to predict tie strength using profile similarities and interaction data between users, and thus distinguish between strong and weak relationships on social network sites (SNSs). Design/methodology/approach – This study developed a program and an online questionnaire to collect the data set from Facebook, and then integrated that data set with a subjective data set consisting of participants’ opinions of the …

  • Hierarchical Relationship of Negative Emotion Perception from Violent Video Games

    Open Access•Hong-Wen Lin, Hong‐Wen Lin et al.•ARTICLE•Science Technology and Society•2017

    Video games featuring violent contents have become more and more prevalent among children and teenagers. It is therefore imperative to ponder on questions such as ‘Are violent video games dangerous digital games?’ and ‘What negative emotions do they trigger in gamers?’ As such, this study aims to explore the negative emotions that violent video games trigger in gamers and determine the cause for each negative emotion. For the purpose of this rese…

  • How Product Background Color Combination in Brand Post Affects Product Evaluation on Instagram

    Pin Luarn, Chiao-Chieh Chen et al.•ARTICLE•Visual Communication Quarterly•2024

    The influence of visual content and heuristic cues on product evaluation, such as color composition on Instagram, remains unclear. This study aimed to investigate the influence of product background color combinations (similar vs. contrastive) on product evaluation. Two empirical analyses were conducted, and the findings revealed that when the color is similar between product and background, it can significantly influence product evaluation in bo…

  • How does perceived value of gamification improve online learning effectiveness? The role of flow state

    Pin Luarn, Chiao-Chieh Chen et al.•ARTICLE•Interactive Learning Environments•2025

    The use of gamification might offer a partial solution to the decline in students’ motivation and engagement in online learning settings, particularly in social science education within Chinese cultural contexts. This study aimed to examine whether perceived value of gamification (hedonic, utilitarian, and social value) in online learning may impact flow states (enjoyment and concentration) and online learning effectiveness (satisfaction and perc…

Psychology (6 works) · Computer Science (5 works) · Business (4 works) · Mathematics (3 works) · Social Psychology (3 works) · Advertising (2 works) · Digital Marketing and Social Media (2 works) · Human–computer interaction (2 works) · Impact of Technology on Adolescents (2 works) · Knowledge management (2 works)

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