So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game JHT Lin, DY Wu, CC Tao New Media & Society 20 (9), 3223-3242, 2018 | 111 | 2018 |
Watching VR advertising together: How 3D animated agents influence audience responses and enjoyment to VR advertising DY Wu, JHT Lin, ND Bowman Computers in Human Behavior 133, 107255, 2022 | 38 | 2022 |
Exercising with a six pack in virtual reality: Examining the proteus effect of avatar body shape and sex on self-efficacy for core-muscle exercise, self-concept of body shape … JHT Lin, DY Wu, JW Yang Frontiers in psychology 12, 693543, 2021 | 32 | 2021 |
Ways of seeing matter: the impact of a naturally mapped perceptual system on the persuasive effects of immersive virtual reality advertising DY Wu, JHT Lin Communication Research Reports 35 (5), 434-444, 2018 | 25 | 2018 |
Exercising with embodied young avatars: how young vs. older avatars in virtual reality affect perceived exertion and physical activity among male and female elderly individuals JH Tammy Lin, DY Wu Frontiers in psychology 12, 693545, 2021 | 23 | 2021 |
Newsgames for the greater good: The effects of graphic realism and geographic proximity on knowledge acquisition and willingness to help JHT Lin, DY Wu Journalism & Mass Communication Quarterly 97 (1), 30-51, 2020 | 22 | 2020 |
從遊戲到遊戲化: 行銷溝通遊戲化理論初探 吳岱芸 新聞學研究, 215-251, 2015 | 12 | 2015 |
Beat Saber as Virtual Reality Exercising in 360 Degrees: A Moderated Mediation Model of VR Playable Angles on Physiological and Psychological Outcomes JH Tammy Lin, DY Wu, N Bowman Media Psychology 26 (4), 414-435, 2023 | 9 | 2023 |
Using time travel in virtual reality (VR) to increase efficacy perceptions of influenza vaccination J Lee, DY Wu, JH Lin, J Kim, SJ Ahn Journal of Computer-Mediated Communication 28 (3), zmad010, 2023 | 8 | 2023 |
從 [暫時擴張自我界限] 觀點檢視台灣青少年的電玩遊戲動機與行為 吳岱芸 中華傳播學刊,(35), 159-198, 2019 | 4 | 2019 |
Jih-Hsuan Tammy Lin1, 2* and Dai-Yun Wu3 R Ratan, L Moccozet, OJ Clark, JHT Lin, TL JH, DY Wu, PAA Male User-Avatar Bond: Risk and Opportunities in Gaming and Beyond, 2022 | | 2022 |
感同 [身受]: 虛擬實境體現他人經驗對同理心與助人意願的強化效果 吳岱芸 國立政治大學, 2020 | | 2020 |
《 新聞學研究》 五十週年座談: 數位時代新聞傳播教育的改變與挑戰 蘇蘅, 王維菁, 林照真, 倪炎元, 夏珍, 張文強, 陳百齡, 陳韜文, 鍾蔚文, ... 新聞學研究, 179-217, 2018 | | 2018 |
代編輯室報告 促進學術自由, 善用科技: 論中文傳播期刊的後來居上 馮建三, 吳岱芸 新聞學研究, i-xviii, 2016 | | 2016 |
創造我們的故事: 以共同敘事概念建構體驗型互動裝置 吳岱芸, 吳岳剛, 廖文宏 商業設計學報, 1-20, 2013 | | 2013 |