Jih‐Hsuan Tammy Lin
Dados Biográficos
| ID | 6487753 |
|---|---|
| NOME | Jih‐Hsuan Tammy Lin |
| PRENOMES | Jih‐Hsuan Tammy |
| SOBRENOME | Lin |
| ASSINATURA | LIN J H T |
| AFILIAÇÕES | National Chengchi University |
| ORCID | 0000-0002-3756-4892 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 18 |
| TOTAL DE CITAÇÕES | 30 |
| TOTAL COMO AUTOR | 17 |
| TOTAL COMO EDITOR | 1 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2011 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2026 |
| ÍNDICE H | 3 |
Pieces of me
Let us sweat it out in virtual reality
Virtual Reality (VR) InducE Well-being (View)
Cumulative evidence has shown that Virtual Reality (VR) can effectively induce human well-being, including Subjective well-being and Psychological well-being. This scoping review aims to explicate and theorise how and why VR leads to human well-being through a scoping review of 18,008 articles and coded 187 articles in the final dataset. Three key components in this mechanism—VR illusion (Place Illusion, Plausibility Illusion, Virtual Body Owners…
Gosh! It is truly happening to me
This study investigated the unique affordances of virtual reality technology, distinguishing it from other media formats in facilitating the subjective embodiment of physical sensations and health risk perceptions. Employing a between-subjects experimental design ( N = 94), this study compared the impacts of embodying macular degeneration symptoms through virtual reality with those of a personal computer simulation. This investigation aimed to as…
Virtual placemaking
Using virtual reality (VR) to revisit the past is a pervasive theme in philosophy, fiction, and futurism. We conducted a longitudinal exploratory study (N = 136) investigating how collectively revisiting shared real-world social interactions differs from envisioning plausible interactions in VR, and how experiencing self-built virtual environments or those built by others influences psychological and behavioral outcomes. Participants who revisite…
Helping others and improving myself
Beat Saber as Virtual Reality Exercising in 360 Degrees
Physical inactivity is a global problem, and active video games (AVGs) have been demonstrated as effective at motivating players to be more physically active. Virtual-reality AVGs (VRAVGs) further encourage engagement with exerting gameplay by challenging players to move in a full 360-degree range of motion. As a unique feature of VRAVGs, we examined the influence of using multiple playable angles in Beat Saber on players’ physical activity and p…
I wanna share this, but
The social grooming model (SGM), which theorizes social media users’ social grooming behaviors based on invested costs, is robust, reflecting various and nuanced social grooming styles. However, its core assumptions have not been validated. Using a nationally representative sample of 1,001 Taiwanese social media users, we explored costs and privacy for each social grooming behavior via a survey. Our results supported the hypotheses of the SGM. Us…
Using time travel in virtual reality (VR) to increase efficacy perceptions of influenza vaccination
This study examined the unique affordance of time travel in virtual reality (VR) to enhance the perceived efficacy of influenza vaccination. Effective vaccine communication hinges on raising awareness of the risk of contracting a contagious virus and spreading the infection to others. According to the extended-parallel process model, behavioral changes are achieved when an individual perceives sufficient levels of threat and efficacy to prevent n…
Billy goats crossing the cyber-bridge
Research into online trolling has been continuously expanding in the past decade. However, much of this research has focused on either the person of the trolls themselves, or on specific minority groups. Although all of this research is important, we still know little about how the average person deals with trolling experiences in their everyday. The present study aims to fill that gap by interviewing 22 gamers from various backgrounds who have p…
Watching VR advertising together
Longitudinal Social Grooming Transition Patterns on Facebook, Social Capital, and Well-Being
The longitudinal associations between Facebook use and well-being have received limited exploration with mixed results. We argue that the transition pattern of an individual’s social grooming style based on five social grooming behaviors at different times—referred to as the social grooming transition pattern—is the key to exploring this issue. Based on the social grooming style framework, we employed latent transition analysis through a national…
Strategic Social Grooming
Social grooming behaviors on social media contribute to one's social capital and well-being. This study considered common types of social interactions on social media and proposes a social grooming style framework developed through signaling theory. Unlike the previous research, which has examined a single type of social grooming behavior, this study examined many behaviors simultaneously to identify a social grooming style. With a nationally rep…
What Predicts Selective Avoidance on Social Media? A Study of Political Unfriending in Hong Kong and Taiwan
One of the democratic promises of social media relies on the expectation that citizens will be exposed to more diverse sources of information and will consequently be more likely to encounter views that challenge their beliefs and opinions. Still, recent evidence suggests that although social media may increase exposure to difference, citizen also take active steps to reduce the dissonance they encounter by engaging in selective avoidance tactics…
So scary, yet so fun
Enjoyment of frightening content is a paradoxical issue in communication research. Revising Zillmann’s model of suspense, we propose a three-factor model examining the audience appeal of horror content in a virtual reality (VR) survival horror game. In a laboratory study, participants played a VR horror game. The results show significant effects of the three-way interaction among horror self-efficacy, physiological arousal, and fear on enjoyment …
Identification Matters
This study examined the effects of interactivity in violent video games on aggression and tested identification as the moderated mediating mechanism. A total of 169 male undergraduate students participated in a 2 media interactivity (enactive mediation vs. observational mediation) × 2 violence (violent vs. nonviolent) experiment. Results supported a moderated mediation model in which the effect of media interactivity on aggressive affect through …
Need Satisfaction Supportive Game Features as Motivational Determinants
Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game…
Social networking and adjustments among international students
How do social media facilitate adjustment to changes in social structure and culture? This research examines the impact of online social networking on online and offline social capitals and adjustment of international students in the United States. A survey of 195 international students in a major Midwestern university showed that students’ interactions with Americans and home country friends using Facebook, extroversion, and horizontal collectiv…
What Predicts Selective Avoidance on Social Media? A Study of Political Unfriending in Hong Kong and Taiwan
One of the democratic promises of social media relies on the expectation that citizens will be exposed to more diverse sources of information and will consequently be more likely to encounter views that challenge their beliefs and opinions. Still, recent evidence suggests that although social media may increase exposure to difference, citizen also take active steps to reduce the dissonance they encounter by engaging in selective avoidance tactics…
Social networking and adjustments among international students
How do social media facilitate adjustment to changes in social structure and culture? This research examines the impact of online social networking on online and offline social capitals and adjustment of international students in the United States. A survey of 195 international students in a major Midwestern university showed that students’ interactions with Americans and home country friends using Facebook, extroversion, and horizontal collectiv…
Strategic Social Grooming
Social grooming behaviors on social media contribute to one's social capital and well-being. This study considered common types of social interactions on social media and proposes a social grooming style framework developed through signaling theory. Unlike the previous research, which has examined a single type of social grooming behavior, this study examined many behaviors simultaneously to identify a social grooming style. With a nationally rep…
Using time travel in virtual reality (VR) to increase efficacy perceptions of influenza vaccination
This study examined the unique affordance of time travel in virtual reality (VR) to enhance the perceived efficacy of influenza vaccination. Effective vaccine communication hinges on raising awareness of the risk of contracting a contagious virus and spreading the infection to others. According to the extended-parallel process model, behavioral changes are achieved when an individual perceives sufficient levels of threat and efficacy to prevent n…
I wanna share this, but
The social grooming model (SGM), which theorizes social media users’ social grooming behaviors based on invested costs, is robust, reflecting various and nuanced social grooming styles. However, its core assumptions have not been validated. Using a nationally representative sample of 1,001 Taiwanese social media users, we explored costs and privacy for each social grooming behavior via a survey. Our results supported the hypotheses of the SGM. Us…
Longitudinal Social Grooming Transition Patterns on Facebook, Social Capital, and Well-Being
The longitudinal associations between Facebook use and well-being have received limited exploration with mixed results. We argue that the transition pattern of an individual’s social grooming style based on five social grooming behaviors at different times—referred to as the social grooming transition pattern—is the key to exploring this issue. Based on the social grooming style framework, we employed latent transition analysis through a national…
So scary, yet so fun
Enjoyment of frightening content is a paradoxical issue in communication research. Revising Zillmann’s model of suspense, we propose a three-factor model examining the audience appeal of horror content in a virtual reality (VR) survival horror game. In a laboratory study, participants played a VR horror game. The results show significant effects of the three-way interaction among horror self-efficacy, physiological arousal, and fear on enjoyment …
Social networking and adjustments among international students
How do social media facilitate adjustment to changes in social structure and culture? This research examines the impact of online social networking on online and offline social capitals and adjustment of international students in the United States. A survey of 195 international students in a major Midwestern university showed that students’ interactions with Americans and home country friends using Facebook, extroversion, and horizontal collectiv…
Need Satisfaction Supportive Game Features as Motivational Determinants
Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game…
Identification Matters
This study examined the effects of interactivity in violent video games on aggression and tested identification as the moderated mediating mechanism. A total of 169 male undergraduate students participated in a 2 media interactivity (enactive mediation vs. observational mediation) × 2 violence (violent vs. nonviolent) experiment. Results supported a moderated mediation model in which the effect of media interactivity on aggressive affect through …
So scary, yet so fun
Enjoyment of frightening content is a paradoxical issue in communication research. Revising Zillmann’s model of suspense, we propose a three-factor model examining the audience appeal of horror content in a virtual reality (VR) survival horror game. In a laboratory study, participants played a VR horror game. The results show significant effects of the three-way interaction among horror self-efficacy, physiological arousal, and fear on enjoyment …
What Predicts Selective Avoidance on Social Media? A Study of Political Unfriending in Hong Kong and Taiwan
One of the democratic promises of social media relies on the expectation that citizens will be exposed to more diverse sources of information and will consequently be more likely to encounter views that challenge their beliefs and opinions. Still, recent evidence suggests that although social media may increase exposure to difference, citizen also take active steps to reduce the dissonance they encounter by engaging in selective avoidance tactics…
Strategic Social Grooming
Social grooming behaviors on social media contribute to one's social capital and well-being. This study considered common types of social interactions on social media and proposes a social grooming style framework developed through signaling theory. Unlike the previous research, which has examined a single type of social grooming behavior, this study examined many behaviors simultaneously to identify a social grooming style. With a nationally rep…
Longitudinal Social Grooming Transition Patterns on Facebook, Social Capital, and Well-Being
The longitudinal associations between Facebook use and well-being have received limited exploration with mixed results. We argue that the transition pattern of an individual’s social grooming style based on five social grooming behaviors at different times—referred to as the social grooming transition pattern—is the key to exploring this issue. Based on the social grooming style framework, we employed latent transition analysis through a national…
Watching VR advertising together
Beat Saber as Virtual Reality Exercising in 360 Degrees
Physical inactivity is a global problem, and active video games (AVGs) have been demonstrated as effective at motivating players to be more physically active. Virtual-reality AVGs (VRAVGs) further encourage engagement with exerting gameplay by challenging players to move in a full 360-degree range of motion. As a unique feature of VRAVGs, we examined the influence of using multiple playable angles in Beat Saber on players’ physical activity and p…
I wanna share this, but
The social grooming model (SGM), which theorizes social media users’ social grooming behaviors based on invested costs, is robust, reflecting various and nuanced social grooming styles. However, its core assumptions have not been validated. Using a nationally representative sample of 1,001 Taiwanese social media users, we explored costs and privacy for each social grooming behavior via a survey. Our results supported the hypotheses of the SGM. Us…
Using time travel in virtual reality (VR) to increase efficacy perceptions of influenza vaccination
This study examined the unique affordance of time travel in virtual reality (VR) to enhance the perceived efficacy of influenza vaccination. Effective vaccine communication hinges on raising awareness of the risk of contracting a contagious virus and spreading the infection to others. According to the extended-parallel process model, behavioral changes are achieved when an individual perceives sufficient levels of threat and efficacy to prevent n…
Billy goats crossing the cyber-bridge
Research into online trolling has been continuously expanding in the past decade. However, much of this research has focused on either the person of the trolls themselves, or on specific minority groups. Although all of this research is important, we still know little about how the average person deals with trolling experiences in their everyday. The present study aims to fill that gap by interviewing 22 gamers from various backgrounds who have p…
Helping others and improving myself
Let us sweat it out in virtual reality
Virtual Reality (VR) InducE Well-being (View)
Cumulative evidence has shown that Virtual Reality (VR) can effectively induce human well-being, including Subjective well-being and Psychological well-being. This scoping review aims to explicate and theorise how and why VR leads to human well-being through a scoping review of 18,008 articles and coded 187 articles in the final dataset. Three key components in this mechanism—VR illusion (Place Illusion, Plausibility Illusion, Virtual Body Owners…
Gosh! It is truly happening to me
This study investigated the unique affordances of virtual reality technology, distinguishing it from other media formats in facilitating the subjective embodiment of physical sensations and health risk perceptions. Employing a between-subjects experimental design ( N = 94), this study compared the impacts of embodying macular degeneration symptoms through virtual reality with those of a personal computer simulation. This investigation aimed to as…
Virtual placemaking
Using virtual reality (VR) to revisit the past is a pervasive theme in philosophy, fiction, and futurism. We conducted a longitudinal exploratory study (N = 136) investigating how collectively revisiting shared real-world social interactions differs from envisioning plausible interactions in VR, and how experiencing self-built virtual environments or those built by others influences psychological and behavioral outcomes. Participants who revisite…
Pieces of me
Psychology (15 obras) · Computer Science (11 obras) · Social Psychology (9 obras) · Impact of Technology on Adolescents (7 obras) · Sociology (7 obras) · Virtual reality (7 obras) · Social media (6 obras) · Social Media and Politics (6 obras) · Social Psychology (6 obras) · Virtual Reality Applications and Impacts (6 obras)