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Danny Yihan Jia

Biographic Data

ID9631166
NAMEDanny Yihan Jia
GIVEN NAMESDanny Yihan
FAMILY NAMEJia
SIGNATUREJIA D Y
AFFILIATIONSBoston University
ORCID0000-0003-0511-8406
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS0
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2023
LATEST PUBLICATION YEAR2026
H-INDEX0
  • How Voice Chat, Cooperativeness, and Competitiveness Impact Prosocial and Antisocial Norms in Multiplayer Online Video Games

    Brett Sherrick, Courteney E Smith et al.•ARTICLE•Journal of Broadcasting &…•2026

    Antisocial behavior like harassment, aggression, and cyberbullying is not uncommon in online communities, including in online video games. But games are supposed to be fun, and research suggests games can also generate prosocial experiences. This online experiment examines the normativity of negative and positive experiences for online game players, including by considering descriptive (common) and injunctive (accepted) norms. Findings show playe…

  • Endless Scrolling

    Open Access•Danny Yihan Jia, Dewei Jia et al.•ARTICLE•Cyberpsychology Behavior and…•2025

    Unhealthy social media habits may foster procrastination, leading to negative psychological and behavioral outcomes. The rising prevalence of procrastinatory short-form video (SFV) use (e.g., on TikTok, Instagram Reels, YouTube Shorts) highlights the need to better understand how established predictors of problematic media use operate in this emerging media environment. To address this gap, this study investigated the motivational factors underly…

  • When Melody and Graphics Converge

    Danny Yihan Jia, Yihan Danny Jia et al.•ARTICLE•Media Psychology•2025

    This article investigates how background music congruency (congruent music/incongruent music/no music) affects players’ gaming experiences using the framework of the Congruence-Association Model. Study 1 (N = 105) showed that compared to having no music or incongruent background music, having background music that is perceived to be congruent with the game content during gameplay resulted in higher levels of identification with the game character…

  • Augmenting Multidimensional Awe Through Technological Immersion

    Danny Yihan Jia, James J Cummings et al.•ARTICLE•Media Psychology•2025

    This article explores how technological immersive features enhance awe-inducing, meaningful media experiences. Two between-subjects experiments with U.S. college students examined how visual immersion (VR vs 2D) amplifies users’ perceived spatial presence, awe, and subsequent media enjoyment and appreciation. An exploratory Study 1 (N = 52) provides initial evidence that VR enhances spatial presence and subsequently contributes to the awe experie…

  • How Parasocial Phenomena Contribute to Sense of Community on Twitch

    Brett Sherrick, Courteney E Smith et al.•ARTICLE•Journal of Broadcasting &…•2023

    This paper investigates how parasocial phenomena can improve community strength on the livestreaming site Twitch, adding to existing research that has shown viewers who engage in parasocial interactions and/or relationships with Twitch livestreamers experience a variety of positive effects. A survey of Twitch viewers shows that feelings of PSI and PSR are positively associated with a beneficial sense of community. A second, experimental study sug…

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  • How Parasocial Phenomena Contribute to Sense of Community on Twitch

    Brett Sherrick, Courteney E Smith et al.•ARTICLE•Journal of Broadcasting &…•2023

    This paper investigates how parasocial phenomena can improve community strength on the livestreaming site Twitch, adding to existing research that has shown viewers who engage in parasocial interactions and/or relationships with Twitch livestreamers experience a variety of positive effects. A survey of Twitch viewers shows that feelings of PSI and PSR are positively associated with a beneficial sense of community. A second, experimental study sug…

  • Endless Scrolling

    Open Access•Danny Yihan Jia, Dewei Jia et al.•ARTICLE•Cyberpsychology Behavior and…•2025

    Unhealthy social media habits may foster procrastination, leading to negative psychological and behavioral outcomes. The rising prevalence of procrastinatory short-form video (SFV) use (e.g., on TikTok, Instagram Reels, YouTube Shorts) highlights the need to better understand how established predictors of problematic media use operate in this emerging media environment. To address this gap, this study investigated the motivational factors underly…

  • When Melody and Graphics Converge

    Danny Yihan Jia, Yihan Danny Jia et al.•ARTICLE•Media Psychology•2025

    This article investigates how background music congruency (congruent music/incongruent music/no music) affects players’ gaming experiences using the framework of the Congruence-Association Model. Study 1 (N = 105) showed that compared to having no music or incongruent background music, having background music that is perceived to be congruent with the game content during gameplay resulted in higher levels of identification with the game character…

  • Augmenting Multidimensional Awe Through Technological Immersion

    Danny Yihan Jia, James J Cummings et al.•ARTICLE•Media Psychology•2025

    This article explores how technological immersive features enhance awe-inducing, meaningful media experiences. Two between-subjects experiments with U.S. college students examined how visual immersion (VR vs 2D) amplifies users’ perceived spatial presence, awe, and subsequent media enjoyment and appreciation. An exploratory Study 1 (N = 52) provides initial evidence that VR enhances spatial presence and subsequently contributes to the awe experie…

  • How Voice Chat, Cooperativeness, and Competitiveness Impact Prosocial and Antisocial Norms in Multiplayer Online Video Games

    Brett Sherrick, Courteney E Smith et al.•ARTICLE•Journal of Broadcasting &…•2026

    Antisocial behavior like harassment, aggression, and cyberbullying is not uncommon in online communities, including in online video games. But games are supposed to be fun, and research suggests games can also generate prosocial experiences. This online experiment examines the normativity of negative and positive experiences for online game players, including by considering descriptive (common) and injunctive (accepted) norms. Findings show playe…

Child Development and Digital Technology (2 works) · Computer Science (2 works) · Impact of Technology on Adolescents (2 works) · Media Influence and Health (2 works) · Psychology (2 works) · Video game (2 works) · Applied Psychology (1 works) · Cognitive psychology (1 works) · Digital Communication and Language (1 works) · Digital Games and Media (1 works)

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