Browsing by Author "Lin, Jih-Hsuan"
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Item type:Item, Do video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomes(2013-05-01) ;Lin, Jih-Hsuan ;傳播與科技學系Department of Communication and TechnologyThis study investigated whether media interactivity would influence the short-term effects of violent content on audience aggression. The general aggression model, social cognitive theory, and character identification offered the theoretical framework. A random sample of 102 male college students were randomly assigned to one of three conditions: video game playing, recorded game-play watching, or movie watching. The results indicated that video game players (mediated enactive experience) experienced greater increases in aggressive affect, aggressive cognition, and physiological arousal than participants who watched recorded game play or comparable movie scenes (mediated observational experience). The study indicated that media interactivity in video game exacerbated the violent effect on short-term, aggressive responses. Character identification did not mediate the effect of media interactivity on aggression. Future studies should incorporate more comprehensive measures of character identification to investigate inconsistent findings regarding media interactivity and identification. (c) 2012 Elsevier Ltd. All rights reserved.Item type:Item, Do video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomes(2013-05-01) ;Lin, Jih-Hsuan ;傳播與科技學系Department of Communication and TechnologyThis study investigated whether media interactivity would influence the short-term effects of violent content on audience aggression. The general aggression model, social cognitive theory, and character identification offered the theoretical framework. A random sample of 102 male college students were randomly assigned to one of three conditions: video game playing, recorded game-play watching, or movie watching. The results indicated that video game players (mediated enactive experience) experienced greater increases in aggressive affect, aggressive cognition, and physiological arousal than participants who watched recorded game play or comparable movie scenes (mediated observational experience). The study indicated that media interactivity in video game exacerbated the violent effect on short-term, aggressive responses. Character identification did not mediate the effect of media interactivity on aggression. Future studies should incorporate more comprehensive measures of character identification to investigate inconsistent findings regarding media interactivity and identification. (c) 2012 Elsevier Ltd. All rights reserved.Item type:Item, Identification Matters: A Moderated Mediation Model of Media Interactivity, Character Identification, and Video Game Violence on Aggression(2013-08-01) ;Lin, Jih-Hsuan ;傳播與科技學系Department of Communication and TechnologyThis 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) x 2 violence (violent vs. nonviolent) experiment. Results supported a moderated mediation model in which the effect of media interactivity on aggressive affect through identification was moderated by violence. When violence was present, interactive play resulted in higher short-term aggressive affect through higher character identification than when violence was not present. Additionally, an interaction effect between media interactivity and violence was found for automatic self-concept in which players associated themselves more with the game character's traits than video viewers.Item type:Item, Identification Matters: A Moderated Mediation Model of Media Interactivity, Character Identification, and Video Game Violence on Aggression(2013-08-01) ;Lin, Jih-Hsuan ;傳播與科技學系Department of Communication and TechnologyThis 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) x 2 violence (violent vs. nonviolent) experiment. Results supported a moderated mediation model in which the effect of media interactivity on aggressive affect through identification was moderated by violence. When violence was present, interactive play resulted in higher short-term aggressive affect through higher character identification than when violence was not present. Additionally, an interaction effect between media interactivity and violence was found for automatic self-concept in which players associated themselves more with the game character's traits than video viewers.Item type:Item, Just Dance: The Effects of Exergame Feedback and Controller Use on Physical Activity and Psychological Outcomes(2015-06) ;Lin, Jih-Hsuan ;傳播與科技學系Department of Communication and TechnologyObjective: In Asia, dance games are among the most popular types of exergames. Whereas traditional dance-based games emphasize step movements on a dance pad, more recent dance games emphasize intuitive dance movements using simple controllers or players\' own bodies to "just dance.\'\' However, because of limited space and access, young adults in Taiwan often do not use these games. Popular dance videos on YouTube are more readily available to students because these videos can be accessed on a computer. Therefore, the current study examines the effects of interactivity (the role of feedback) and controller use on participants\' physiological and psychological outcomes during exergames. Materials and Methods: The dance game "Just Dance 3\'\' (Ubisoft, Montreuil, France) was chosen as the stimulus for this study. Participants danced through one song for rehearsal and warm-up, followed by three songs for the experiment, which lasted approximately 12 minutes. One hundred twenty-nine college students participated in a 2 x 2 x 2 (interactivity, feedback versus no feedback; controller, with versus without; sex, male versus female) between-subject factorial design. Results: A series of 2 x 2 x 2 (interactivity, controller, and sex) analyses of variance showed no significant differences in interaction effects on participants\' heart rates, blood pressures, body movements, step counts, or perceived psychological outcomes. Conclusions: Dance game videos without feedback are also effective tools for achieving moderate-level exercise intensity. These videos can supplement the limited access to games in Asian countries, such as Taiwan.Item type:Item, Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame(2012-01-01) ;Peng, Wei ;Lin, Jih-Hsuan ;Pfeiffer, Karin A. ;Winn, Brian傳播與科技學系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 features in a 2 (autonomy-supportive game features: on vs. off) x 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games.Item type:Item, Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame(2012-01-01) ;Peng, Wei ;Lin, Jih-Hsuan ;Pfeiffer, Karin A. ;Winn, Brian傳播與科技學系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 features in a 2 (autonomy-supportive game features: on vs. off) x 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games.Item type:Item, Social networking and adjustments among international students(2012-05-01) ;Lin, Jih-Hsuan ;Peng, Wei ;Kim, Mijung ;Kim, Sung YeunLaRose, RobertHow 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 collectivism were positively related to international students' social adjustment and online bridging capital. Facebook usage mediated the relationship between extroversion and online social capital. The implications of social network site use, personality, and cultural difference on social capital and adjustment are discussed.Item type:Item, The Role of Attachment Style in Facebook Use and Social Capital: Evidence from University Students and a National Sample(2015-03-01) ;Lin, Jih-Hsuan ;傳播與科技學系Department of Communication and TechnologySocial networking sites (SNSs) can be beneficial tools for users to gain social capital. Although social capital consists of emotional and informational resources accumulated through interactions with strong or weak social network ties, the existing literature largely ignores attachment style in this context. This study employed attachment theory to explore individuals\' attachment orientations toward Facebook usage and toward online and offline social capital. A university student sample (study 1) and a representative national sample (study 2) showed consistent results. Secure attachment was positively associated with online bonding and bridging capital and offline bridging capital. Additionally, secure attachment had an indirect effect on all capital through Facebook time. Avoidant attachment was negatively associated with online bonding capital. Anxious-ambivalent attachment had a direct association with online bonding capital and an indirect effect on all capital through Facebook. Interaction frequency with good friends on Facebook positively predicted all online and offline capital, whereas interaction frequency with average friends on Facebook positively predicted online bridging capital. Interaction frequency with acquaintances on Facebook was negatively associated with offline bonding capital. The study concludes that attachment style is a significant factor in guiding social orientation toward Facebook connections with different ties and influences online social capital. The study extends attachment theory among university students to a national sample to provide more generalizable evidence for the current literature. Additionally, this study extends attachment theory to the SNS setting with a nuanced examination of types of Facebook friends after controlling extraversion. Implications for future research are discussed.Item type:Item, Using Active Video Games for Physical Activity Promotion: A Systematic Review of the Current State of Research(2013-04-01) ;Peng, Wei ;Crouse, Julia C. ;Lin, Jih-Hsuan ;交大名義發表National Chiao Tung UniversityThis systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to identify peer-reviewed journal articles in English through March 2011. Studies that used off-the-shelf AVGs to increase physical activity with quantitative outcomes or studies that quantified intensity of AVG play were included. Information on sample characteristics, AVGs employed, study design and conditions, outcome measures, results, and conclusions was extracted by two researchers. Intervention studies were ranked on design quality. Thirteen interventions and 28 laboratory studies were identified. All laboratory studies demonstrated that AVGs are capable of providing light-to-moderate intensity physical activity. However, only three interventions supported AVGs as an effective tool to significantly increase physical activity or exercise attendance. As AVGs are becoming more popular, additional research is needed to determine how to capitalize on the potential of AVGs to increase physical activity.