Ayoung Suh
Biographic Data
| ID | 4147464 |
|---|---|
| NAME | Ayoung Suh |
| GIVEN NAMES | Ayoung |
| FAMILY NAME | Suh |
| SIGNATURE | SUH A |
| AFFILIATIONS | Sungkyunkwan University |
| ORCID | 0000-0002-8638-2008 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 30 |
| AUTHOR COUNT | 10 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
How virtual reality influences collaboration performance: A Team-Level Analysis
Purpose In the wake of the COVID-19 pandemic, the interest in the use of virtual reality (VR) for organizational collaboration has dramatically increased. However, empirical research on the optimal types of VR and avatar designs for effective collaboration remains limited. To address these gaps, this study investigates how VR types (immersive vs non-immersive) and avatar similarity (high vs low) impact collaboration performance, with a focus on t…
How users cognitively appraise and emotionally experience the metaverse: Focusing on social virtual reality
Purpose Despite the increasing interest in the metaverse—immersive three-dimensional virtual worlds wherein personalized avatars interact with one another—little is known about how users cognitively appraise and emotionally experience it. To fill this gap, the present study explores the emotional, behavioral and social consequences of users' cognitive appraisals, while focusing on social virtual reality (VR) as a representative entry point to the…
The physical body as a computing interface: Theoretical conceptualization of embodied affordances and empirical validation
How the use of mobile fitness technology influences older adults’ physical and psychological well-being
We-intention to continue playing mobile multiplayer games: The role of social play habit
Purpose The purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game. Design/methodology/approach Drawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players…
Online service or virtual community? Building platform loyalty in reward-based crowdfunding
Purpose This study examines how individual contributors' evaluation of the two aspects in reward-based crowdfunding—service and community—influences the formation of platform loyalty. It also seeks to determine the conditions under which the evaluation is positive. Design/methodology/approach We collaborated for data collection with two reward-based crowdfunding platforms in South Korea that primarily promote crowdfunding campaigns in the creativ…
The state of immersive technology research: A literature analysis
Empathy or perceived credibility? An empirical study on individual donation behavior in charitable crowdfunding
Purpose Researchers have called for the synthesis of divergent perspectives and the development of a theoretical model that examines individuals’ donation behavior in charitable crowdfunding. To fill this research gap, the purpose of this paper is to synthesize the literature pertaining to the determinants of donation behavior in charitable crowdfunding. Then, drawing on the stimulus-organism-response framework, the authors develop and test a mod…
Gamification in the Workplace: The Central Role of the Aesthetic Experience
Although gamification in the workplace is burgeoning, organizations frequently have difficulty sustaining user engagement with a gamified information system (IS). The focus of this study is how a gamified IS in the workplace engages users and encourages them to continue system use. By proposing the concepts of flow experience (FE) and aesthetic experience (AE) as different ways to provide deep and meaningful user engagement, this study develops a…
Understanding teleworkers’ technostress and its influence on job satisfaction
Purpose The purpose of this paper is to develop and test a theoretical model that predicts a teleworker’s job satisfaction. Design/methodology/approach By drawing on the technostress model and job characteristics theory, this study proposed a theoretical model. The proposed model was tested through a survey of 258 teleworkers from two global IT companies that have adopted telework programs. Findings The results show that technology and job charac…
Empathy or perceived credibility? An empirical study on individual donation behavior in charitable crowdfunding
Purpose Researchers have called for the synthesis of divergent perspectives and the development of a theoretical model that examines individuals’ donation behavior in charitable crowdfunding. To fill this research gap, the purpose of this paper is to synthesize the literature pertaining to the determinants of donation behavior in charitable crowdfunding. Then, drawing on the stimulus-organism-response framework, the authors develop and test a mod…
Understanding teleworkers’ technostress and its influence on job satisfaction
Purpose The purpose of this paper is to develop and test a theoretical model that predicts a teleworker’s job satisfaction. Design/methodology/approach By drawing on the technostress model and job characteristics theory, this study proposed a theoretical model. The proposed model was tested through a survey of 258 teleworkers from two global IT companies that have adopted telework programs. Findings The results show that technology and job charac…
We-intention to continue playing mobile multiplayer games: The role of social play habit
Purpose The purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game. Design/methodology/approach Drawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players…
Online service or virtual community? Building platform loyalty in reward-based crowdfunding
Purpose This study examines how individual contributors' evaluation of the two aspects in reward-based crowdfunding—service and community—influences the formation of platform loyalty. It also seeks to determine the conditions under which the evaluation is positive. Design/methodology/approach We collaborated for data collection with two reward-based crowdfunding platforms in South Korea that primarily promote crowdfunding campaigns in the creativ…
Gamification in the Workplace: The Central Role of the Aesthetic Experience
Although gamification in the workplace is burgeoning, organizations frequently have difficulty sustaining user engagement with a gamified information system (IS). The focus of this study is how a gamified IS in the workplace engages users and encourages them to continue system use. By proposing the concepts of flow experience (FE) and aesthetic experience (AE) as different ways to provide deep and meaningful user engagement, this study develops a…
Understanding teleworkers’ technostress and its influence on job satisfaction
Purpose The purpose of this paper is to develop and test a theoretical model that predicts a teleworker’s job satisfaction. Design/methodology/approach By drawing on the technostress model and job characteristics theory, this study proposed a theoretical model. The proposed model was tested through a survey of 258 teleworkers from two global IT companies that have adopted telework programs. Findings The results show that technology and job charac…
The state of immersive technology research: A literature analysis
Empathy or perceived credibility? An empirical study on individual donation behavior in charitable crowdfunding
Purpose Researchers have called for the synthesis of divergent perspectives and the development of a theoretical model that examines individuals’ donation behavior in charitable crowdfunding. To fill this research gap, the purpose of this paper is to synthesize the literature pertaining to the determinants of donation behavior in charitable crowdfunding. Then, drawing on the stimulus-organism-response framework, the authors develop and test a mod…
Online service or virtual community? Building platform loyalty in reward-based crowdfunding
Purpose This study examines how individual contributors' evaluation of the two aspects in reward-based crowdfunding—service and community—influences the formation of platform loyalty. It also seeks to determine the conditions under which the evaluation is positive. Design/methodology/approach We collaborated for data collection with two reward-based crowdfunding platforms in South Korea that primarily promote crowdfunding campaigns in the creativ…
We-intention to continue playing mobile multiplayer games: The role of social play habit
Purpose The purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game. Design/methodology/approach Drawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players…
How the use of mobile fitness technology influences older adults’ physical and psychological well-being
The physical body as a computing interface: Theoretical conceptualization of embodied affordances and empirical validation
How users cognitively appraise and emotionally experience the metaverse: Focusing on social virtual reality
Purpose Despite the increasing interest in the metaverse—immersive three-dimensional virtual worlds wherein personalized avatars interact with one another—little is known about how users cognitively appraise and emotionally experience it. To fill this gap, the present study explores the emotional, behavioral and social consequences of users' cognitive appraisals, while focusing on social virtual reality (VR) as a representative entry point to the…
How virtual reality influences collaboration performance: A Team-Level Analysis
Purpose In the wake of the COVID-19 pandemic, the interest in the use of virtual reality (VR) for organizational collaboration has dramatically increased. However, empirical research on the optimal types of VR and avatar designs for effective collaboration remains limited. To address these gaps, this study investigates how VR types (immersive vs non-immersive) and avatar similarity (high vs low) impact collaboration performance, with a focus on t…
Computer Science (9 works) · Psychology (9 works) · Social Psychology (7 works) · Knowledge management (5 works) · Virtual Reality Applications and Impacts (5 works) · Human–computer interaction (4 works) · Originality (4 works) · Social Psychology (4 works) · Applied Psychology (3 works) · Sociology (3 works)