Seung‐a Annie Jin
Datos Biográficos
| ID | 4889756 |
|---|---|
| NOMBRE | Seung‐a Annie Jin |
| NOMBRES | Seung‐a Annie |
| APELLIDO | Jin |
| FIRMA | JIN S A A |
| AFILIACIONES | Northwestern University in Qatar |
| ORCID | 0000-0003-1454-8280 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 22 |
| TOTAL DE CITAS | 109 |
| OBRAS COMO AUTOR | 22 |
| OBRAS COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 1970 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2025 |
| ÍNDICE H | 4 |
Unraveling the dynamics of digital equality and trust in AI-empowered metaverses and AI-VR-convergence
Metaverses may present innovative channels for business and finance , education, and workplaces. Drawing from the Diffusion of Innovation Theory and the Unified Theory of Acceptance and Use of Technology (UTAUT) as well as the literature on digital equality, this research attempts to unravel the dynamics of digital equality and trust in AI-empowered metaverses for various industry sectors. Three cross-sectional surveys ( N Total = 1086) examined …
“Threatened and empty selves following AI-based virtual influencers”
Artificial intelligence (AI)-based virtual influencers are now frequently used by brands in various categories to engage customers. However, little is known about who the followers of these AI-based virtual influencers are and more importantly, what drives the followers to use AI-based virtual influencers. The results from a survey support the notion that compensatory mechanisms and the need to belong play important roles in affecting usage inten…
“In the Metaverse We (Mis)trust?” Third-Level Digital (In)equality, Social Phobia, Neo-Luddism, and Blockchain/Cryptocurrency Transparency in the Artificial Intelligence-Powered Metaverse
The Metaverse, powered by a variety of key innovative technologies including 3D virtual reality (VR)/augmented reality (AR), artificial intelligence (AI), blockchain/cryptocurrency-based non-fungible tokens (NFTs), and the Internet of Things, has been proposed as the future of a virtual universe for education, work, business, and commerce. This research (∑ N = 954) presents the results of three cross-sectional surveys that examine the influence o…
I See Super-Rich (Versus Poor) People, Therefore I Spend”
Digital platforms present consumers with contrasting visual narratives, from images of opulence to depictions of poverty. This study delves into the strategic implications of such dichotomous exposures, anchored in Social Comparison Theory. Three experiments (∑ N = 1665) investigated how portrayals of affluence and deprivation influence audience behaviors, specifically egoistic luxury spending versus altruistic charitable giving. Experiment 1a em…
Leveraging virtual reality (VR) for sports public relations and sports journalism
Advancements in experiential media (EM) technologies, particularly virtual reality (VR), a subset of EM, can transform the ways public relations (PR) professions tell stories about a brand, organization, or mega-events. In the context of sports, PR content productions utilize various qualities of EM to offer immersive at-home, arena-like experiences for sports spectators. However, considering the novelty of such EM tools, limited studies have foc…
“They bought it, therefore I will buy it”
Death and Love Amid the Covid-19 Pandemic”
Drawing from the terror management theory (TMT) and evolutionary perspectives of Life-History Strategy, a between-subject online experiment examined the interaction effects of pre-existing death anxiety, fear-inducing media content (coronavirus threat vs. gun violence threat vs. low threat mental disorder), and intrasexual competition for mates on online dating intentions and social distancing intentions during the COVID-19 pandemic. Results indi…
“In A.I. we trust?” The effects of parasocial interaction and technopian versus luddite ideological views on chatbot-based customer relationship management in the emerging “feeling economy”
Why do consumers with social phobia prefer anthropomorphic customer service chatbots? Evolutionary explanations of the moderating roles of social phobia
Dieting 2.0
Celebrity-endorsed e-cigarette brand Instagram advertisements
Celebrities endorsing e-cigarette brands on social media may exert a strong influence on e-cigarette uptake. Using a between-subject experiment, this study examines the effects of endorser type (celebrities, non-celebrities and products only) in e-cigarette brand Instagram advertisements on e-cigarette attitudes and smoking intentions. Results showed that celebrity endorsers significantly increased positive attitudes towards e-cigarettes and smok…
Uses and gratifications of social networking sites for bridging and bonding social capital
Gratifications of using Facebook, Twitter, Instagram, or Snapchat to follow brands
Following Celebrities’ Tweets About Brands
Two experiments examined the impact of Twitter followers, electronic word-of-mouth (eWoM) valence, and celebrity type (prosocial versus antisocial) on consumer behavior in Twitter-based marketing communication, applying social capital theory, social identity theory, source credibility, and extant literature on eWoM. Experiment 1 demonstrated the main effect of number of followers on source credibility, and the interaction effect between eWoM vale…
Peeling back the multiple layers of Twitter’s private disclosure onion
This study examined multiple layers of private disclosure on the microblogging site Twitter. Survey data ( N = 375) were collected from current Twitter users ( N = 198), nonusers ( N = 116), and dropouts ( N = 61). Data from current Twitter users revealed the existence of multiple strata of private disclosure boundaries on Twitter. There were significant differences at the descriptive and inferential levels among the multiple dimensions of privat…
Virtual Commerce (V-Commerce) in Second Life
Second Life, in a form of advergaming (a portmanteau of “advertising” and “gaming”), is an innovative venue for marketing communication and brand management in virtual commerce (v-commerce). Virtual shopping malls in 3D environments provide interactive and immersive settings that complement strong offerings of electronic commerce. The ability to offer vivid and engrossing social interactions with spokes-avatars within three-dimensional (3D) envir…
Effects on Mood of Activating the Private Versus the Collective Self
The effect on exergamers' postgame mood of activating the private versus the collective self was investigated in 2 experiments. In Experiment 1 I found that group playing induces greater pleasure than individual playing. In Experiment 2 I used a 2 (chronic independent self-construals: high versus low) x 2 (activated self: private versus collective) between-subjects factorial design, and found a significant interaction between chronic self-constru…
Self-Discrepancy and Regulatory Fit in Avatar-Based Exergames
Drawing from Higgins's self-discrepancy theory and regulatory focus theory, this study examined the use of activated selves and regulatory foci in health games. Utilizing the Wii's avatar-creating and exergaming features, a 2 (activated self: actual self versus ideal self) x 2 (regulatory focus: promotion versus prevention) x 2 (efficacy appeals: self-efficacy versus response-efficacy) between-subjects experiment tested the interactions of activa…
My Avatar Behaves Well and this Feels Right”
Prosocial and violent games were investigated in relation to empathy with avatars and amount of postgame donation. Participants who played a prosocial game demonstrated greater empathy, while those who played a violent game said they would donate a greater amount of money. Flow was found to be a function of the 3-way interaction between game type, self-perception, and regulatory focus. Higgins's (1987) regulatory focus and self-discrepancy (1997)…
Can Robots Manifest Personality
Personality is an essential feature for creating socially interactive robots. Studies on this dimension will facilitate enhanced human–robot interaction (HRI). Using AIBO, a social robotic pet developed by Sony, we examined the issue of personality in HRI. In this gender-balanced 2 (AIBO personality: introvert vs. extrovert) by 2 (participant personality: introvert vs. extrovert) between-subject experiment (N = 48), we found that participants cou…
Addressing Media Stigma for People Experiencing Mental Illness Using an Entertainment-Education Strategy
This study examines the effects of Entertainment-Education strategy on knowledge acquisition about schizophrenia and stigma reduction, using pretest posttest control group and 2 X 3 (advocate's perspective X message style) between-subjects factorial design. Participants watched an accurate and empathetic movie portrayal of schizophrenia, followed by an educational trailer. Participants ( N= 165) were randomly assigned to one of eight conditions (…
Virtual Commerce (V-Commerce) in Second Life
Second Life, in a form of advergaming (a portmanteau of “advertising” and “gaming”), can be an innovative venue for marketing communication and brand management in virtual commerce (v-commerce). Virtual shopping malls in threedimensional (3D) environments provide interactive and immersive settings that complement strong offerings of electronic commerce. The ability to offer vivid and engrossing social interactions with spokes-avatars within 3D en…
Can Robots Manifest Personality
Personality is an essential feature for creating socially interactive robots. Studies on this dimension will facilitate enhanced human–robot interaction (HRI). Using AIBO, a social robotic pet developed by Sony, we examined the issue of personality in HRI. In this gender-balanced 2 (AIBO personality: introvert vs. extrovert) by 2 (participant personality: introvert vs. extrovert) between-subject experiment (N = 48), we found that participants cou…
Addressing Media Stigma for People Experiencing Mental Illness Using an Entertainment-Education Strategy
This study examines the effects of Entertainment-Education strategy on knowledge acquisition about schizophrenia and stigma reduction, using pretest posttest control group and 2 X 3 (advocate's perspective X message style) between-subjects factorial design. Participants watched an accurate and empathetic movie portrayal of schizophrenia, followed by an educational trailer. Participants ( N= 165) were randomly assigned to one of eight conditions (…
Celebrity-endorsed e-cigarette brand Instagram advertisements
Celebrities endorsing e-cigarette brands on social media may exert a strong influence on e-cigarette uptake. Using a between-subject experiment, this study examines the effects of endorser type (celebrities, non-celebrities and products only) in e-cigarette brand Instagram advertisements on e-cigarette attitudes and smoking intentions. Results showed that celebrity endorsers significantly increased positive attitudes towards e-cigarettes and smok…
Peeling back the multiple layers of Twitter’s private disclosure onion
This study examined multiple layers of private disclosure on the microblogging site Twitter. Survey data ( N = 375) were collected from current Twitter users ( N = 198), nonusers ( N = 116), and dropouts ( N = 61). Data from current Twitter users revealed the existence of multiple strata of private disclosure boundaries on Twitter. There were significant differences at the descriptive and inferential levels among the multiple dimensions of privat…
Virtual Commerce (V-Commerce) in Second Life
Second Life, in a form of advergaming (a portmanteau of “advertising” and “gaming”), can be an innovative venue for marketing communication and brand management in virtual commerce (v-commerce). Virtual shopping malls in threedimensional (3D) environments provide interactive and immersive settings that complement strong offerings of electronic commerce. The ability to offer vivid and engrossing social interactions with spokes-avatars within 3D en…
Can Robots Manifest Personality
Personality is an essential feature for creating socially interactive robots. Studies on this dimension will facilitate enhanced human–robot interaction (HRI). Using AIBO, a social robotic pet developed by Sony, we examined the issue of personality in HRI. In this gender-balanced 2 (AIBO personality: introvert vs. extrovert) by 2 (participant personality: introvert vs. extrovert) between-subject experiment (N = 48), we found that participants cou…
Addressing Media Stigma for People Experiencing Mental Illness Using an Entertainment-Education Strategy
This study examines the effects of Entertainment-Education strategy on knowledge acquisition about schizophrenia and stigma reduction, using pretest posttest control group and 2 X 3 (advocate's perspective X message style) between-subjects factorial design. Participants watched an accurate and empathetic movie portrayal of schizophrenia, followed by an educational trailer. Participants ( N= 165) were randomly assigned to one of eight conditions (…
My Avatar Behaves Well and this Feels Right”
Prosocial and violent games were investigated in relation to empathy with avatars and amount of postgame donation. Participants who played a prosocial game demonstrated greater empathy, while those who played a violent game said they would donate a greater amount of money. Flow was found to be a function of the 3-way interaction between game type, self-perception, and regulatory focus. Higgins's (1987) regulatory focus and self-discrepancy (1997)…
Virtual Commerce (V-Commerce) in Second Life
Second Life, in a form of advergaming (a portmanteau of “advertising” and “gaming”), is an innovative venue for marketing communication and brand management in virtual commerce (v-commerce). Virtual shopping malls in 3D environments provide interactive and immersive settings that complement strong offerings of electronic commerce. The ability to offer vivid and engrossing social interactions with spokes-avatars within three-dimensional (3D) envir…
Effects on Mood of Activating the Private Versus the Collective Self
The effect on exergamers' postgame mood of activating the private versus the collective self was investigated in 2 experiments. In Experiment 1 I found that group playing induces greater pleasure than individual playing. In Experiment 2 I used a 2 (chronic independent self-construals: high versus low) x 2 (activated self: private versus collective) between-subjects factorial design, and found a significant interaction between chronic self-constru…
Self-Discrepancy and Regulatory Fit in Avatar-Based Exergames
Drawing from Higgins's self-discrepancy theory and regulatory focus theory, this study examined the use of activated selves and regulatory foci in health games. Utilizing the Wii's avatar-creating and exergaming features, a 2 (activated self: actual self versus ideal self) x 2 (regulatory focus: promotion versus prevention) x 2 (efficacy appeals: self-efficacy versus response-efficacy) between-subjects experiment tested the interactions of activa…
Peeling back the multiple layers of Twitter’s private disclosure onion
This study examined multiple layers of private disclosure on the microblogging site Twitter. Survey data ( N = 375) were collected from current Twitter users ( N = 198), nonusers ( N = 116), and dropouts ( N = 61). Data from current Twitter users revealed the existence of multiple strata of private disclosure boundaries on Twitter. There were significant differences at the descriptive and inferential levels among the multiple dimensions of privat…
Following Celebrities’ Tweets About Brands
Two experiments examined the impact of Twitter followers, electronic word-of-mouth (eWoM) valence, and celebrity type (prosocial versus antisocial) on consumer behavior in Twitter-based marketing communication, applying social capital theory, social identity theory, source credibility, and extant literature on eWoM. Experiment 1 demonstrated the main effect of number of followers on source credibility, and the interaction effect between eWoM vale…
Gratifications of using Facebook, Twitter, Instagram, or Snapchat to follow brands
Uses and gratifications of social networking sites for bridging and bonding social capital
Dieting 2.0
Celebrity-endorsed e-cigarette brand Instagram advertisements
Celebrities endorsing e-cigarette brands on social media may exert a strong influence on e-cigarette uptake. Using a between-subject experiment, this study examines the effects of endorser type (celebrities, non-celebrities and products only) in e-cigarette brand Instagram advertisements on e-cigarette attitudes and smoking intentions. Results showed that celebrity endorsers significantly increased positive attitudes towards e-cigarettes and smok…
“In A.I. we trust?” The effects of parasocial interaction and technopian versus luddite ideological views on chatbot-based customer relationship management in the emerging “feeling economy”
Why do consumers with social phobia prefer anthropomorphic customer service chatbots? Evolutionary explanations of the moderating roles of social phobia
Leveraging virtual reality (VR) for sports public relations and sports journalism
Advancements in experiential media (EM) technologies, particularly virtual reality (VR), a subset of EM, can transform the ways public relations (PR) professions tell stories about a brand, organization, or mega-events. In the context of sports, PR content productions utilize various qualities of EM to offer immersive at-home, arena-like experiences for sports spectators. However, considering the novelty of such EM tools, limited studies have foc…
“They bought it, therefore I will buy it”
Death and Love Amid the Covid-19 Pandemic”
Drawing from the terror management theory (TMT) and evolutionary perspectives of Life-History Strategy, a between-subject online experiment examined the interaction effects of pre-existing death anxiety, fear-inducing media content (coronavirus threat vs. gun violence threat vs. low threat mental disorder), and intrasexual competition for mates on online dating intentions and social distancing intentions during the COVID-19 pandemic. Results indi…
“In the Metaverse We (Mis)trust?” Third-Level Digital (In)equality, Social Phobia, Neo-Luddism, and Blockchain/Cryptocurrency Transparency in the Artificial Intelligence-Powered Metaverse
The Metaverse, powered by a variety of key innovative technologies including 3D virtual reality (VR)/augmented reality (AR), artificial intelligence (AI), blockchain/cryptocurrency-based non-fungible tokens (NFTs), and the Internet of Things, has been proposed as the future of a virtual universe for education, work, business, and commerce. This research (∑ N = 954) presents the results of three cross-sectional surveys that examine the influence o…
I See Super-Rich (Versus Poor) People, Therefore I Spend”
Digital platforms present consumers with contrasting visual narratives, from images of opulence to depictions of poverty. This study delves into the strategic implications of such dichotomous exposures, anchored in Social Comparison Theory. Three experiments (∑ N = 1665) investigated how portrayals of affluence and deprivation influence audience behaviors, specifically egoistic luxury spending versus altruistic charitable giving. Experiment 1a em…
Unraveling the dynamics of digital equality and trust in AI-empowered metaverses and AI-VR-convergence
Metaverses may present innovative channels for business and finance , education, and workplaces. Drawing from the Diffusion of Innovation Theory and the Unified Theory of Acceptance and Use of Technology (UTAUT) as well as the literature on digital equality, this research attempts to unravel the dynamics of digital equality and trust in AI-empowered metaverses for various industry sectors. Three cross-sectional surveys ( N Total = 1086) examined …
“Threatened and empty selves following AI-based virtual influencers”
Artificial intelligence (AI)-based virtual influencers are now frequently used by brands in various categories to engage customers. However, little is known about who the followers of these AI-based virtual influencers are and more importantly, what drives the followers to use AI-based virtual influencers. The results from a survey support the notion that compensatory mechanisms and the need to belong play important roles in affecting usage inten…
Psychology (17 obras) · Computer Science (14 obras) · Social Psychology (13 obras) · Business (12 obras) · Advertising (9 obras) · Social Psychology (8 obras) · Digital Marketing and Social Media (7 obras) · Media Influence and Health (7 obras) · Social media (7 obras) · World Wide Web (6 obras)