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Shao-Kang Lo

Biographic Data

ID9084087
NAMEShao-Kang Lo
GIVEN NAMESShao-Kang
FAMILY NAMELo
SIGNATURELO S
AFFILIATIONSChinese Culture University
VERIFIEDNo
TOTAL WORKS3
TOTAL CITATIONS0
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2005
LATEST PUBLICATION YEAR2021
H-INDEX0
  • Do not allow pop-up ads to appear too early

    Ai-Yun Hsieh, Shao-Kang Lo et al.•ARTICLE•Behaviour and Information…•2021

    This study examines the timing of pop-up advertising appearance and its effect on perceived intrusiveness, advertising irritation and advertising avoidance. Experiment was designed to build a virtual Internet environment (including the main content on the webpage and a pop-up ad) and to manipulate the timing of the pop-up advertising appearance. Participants were invited to participate in two experiments, and then assigned to a specific target br…

  • The Nonverbal Communication Functions of Emoticons in Computer-Mediated Communication

    Open Access•Sing Kai Lo, Shao-Kang Lo•ARTICLE•CyberPsychology & Behavior•2008

    Most past studies assume that computer-mediated communication (CMC) lacks nonverbal communication cues. However, Internet users have devised and learned to use emoticons to assist their communications. This study examined emoticons as a communication tool that, although presented as verbal cues, perform nonverbal communication functions. We therefore termed emoticons quasi-nonverbal cues.

  • Physical Interpersonal Relationships and Social Anxiety among Online Game Players

    Open Access•Sing Kai Lo, Shao-Kang Lo et al.•ARTICLE•CyberPsychology & Behavior•2005

    Many online game players spend inordinate amounts of time in their favorite virtual worlds. A large percentage of these players are teenagers who show behaviors normally associated with physical addiction. Parents, educators, and social scientists are therefore saying that online games are sources of social problems. The authors surveyed 174 Taiwanese college-age online players to collect data on the potential effects of online games on the quali…

No prominent works on this page.

  • Physical Interpersonal Relationships and Social Anxiety among Online Game Players

    Open Access•Sing Kai Lo, Shao-Kang Lo et al.•ARTICLE•CyberPsychology & Behavior•2005

    Many online game players spend inordinate amounts of time in their favorite virtual worlds. A large percentage of these players are teenagers who show behaviors normally associated with physical addiction. Parents, educators, and social scientists are therefore saying that online games are sources of social problems. The authors surveyed 174 Taiwanese college-age online players to collect data on the potential effects of online games on the quali…

  • The Nonverbal Communication Functions of Emoticons in Computer-Mediated Communication

    Open Access•Sing Kai Lo, Shao-Kang Lo•ARTICLE•CyberPsychology & Behavior•2008

    Most past studies assume that computer-mediated communication (CMC) lacks nonverbal communication cues. However, Internet users have devised and learned to use emoticons to assist their communications. This study examined emoticons as a communication tool that, although presented as verbal cues, perform nonverbal communication functions. We therefore termed emoticons quasi-nonverbal cues.

  • Do not allow pop-up ads to appear too early

    Ai-Yun Hsieh, Shao-Kang Lo et al.•ARTICLE•Behaviour and Information…•2021

    This study examines the timing of pop-up advertising appearance and its effect on perceived intrusiveness, advertising irritation and advertising avoidance. Experiment was designed to build a virtual Internet environment (including the main content on the webpage and a pop-up ad) and to manipulate the timing of the pop-up advertising appearance. Participants were invited to participate in two experiments, and then assigned to a specific target br…

Psychology (3 works) · Computer Science (2 works) · Social Psychology (2 works) · The Internet (2 works) · World Wide Web (2 works) · Addiction (1 works) · Advertising (1 works) · Advertising campaign (1 works) · Advertising research (1 works) · Anxiety (1 works)

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