Wooyoung Jang
Biographic Data
| ID | 4882298 |
|---|---|
| NAME | Wooyoung Jang |
| GIVEN NAMES | Wooyoung |
| FAMILY NAME | Jang |
| SIGNATURE | JANG W |
| AFFILIATIONS | Indiana University Bloomington |
| ORCID | 0000-0003-3131-7521 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 2 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2021 |
| H-INDEX | 1 |
Clustering Esports Gameplay Consumers via Game Experiences
This study focuses on "game experiences" in the context of esports gameplay consumption and aims to identify adequate consumer groups based on their esports experience including perceptions of gameplay, watching, and purchasing hardware. The purpose of this study is to identify adequate consumer groups through consumer segmentation. Based on the literature review, a matrix of esports gameplay was proposed based on high/low esports gameplay, viewi…
Antecedents of esports gameplay intention: Genre as a moderator
The purpose of this study was to identify three categories (i.e., imagination, physical enactment, and sport simulation) of esports game genres and to examine the impact those genres have on the relationship that exists between antecedents and consumers’ esports gameplay intention. The hypothesized model was based on the esports consumption (ESC) model (Jang & Byon, 2020), which is grounded in the Unified Theory of Acceptance and Use of Technolog…
Clustering Esports Gameplay Consumers via Game Experiences
This study focuses on "game experiences" in the context of esports gameplay consumption and aims to identify adequate consumer groups based on their esports experience including perceptions of gameplay, watching, and purchasing hardware. The purpose of this study is to identify adequate consumer groups through consumer segmentation. Based on the literature review, a matrix of esports gameplay was proposed based on high/low esports gameplay, viewi…
Antecedents of esports gameplay intention: Genre as a moderator
The purpose of this study was to identify three categories (i.e., imagination, physical enactment, and sport simulation) of esports game genres and to examine the impact those genres have on the relationship that exists between antecedents and consumers’ esports gameplay intention. The hypothesized model was based on the esports consumption (ESC) model (Jang & Byon, 2020), which is grounded in the Unified Theory of Acceptance and Use of Technolog…
Clustering Esports Gameplay Consumers via Game Experiences
This study focuses on "game experiences" in the context of esports gameplay consumption and aims to identify adequate consumer groups based on their esports experience including perceptions of gameplay, watching, and purchasing hardware. The purpose of this study is to identify adequate consumer groups through consumer segmentation. Based on the literature review, a matrix of esports gameplay was proposed based on high/low esports gameplay, viewi…
Digital Games and Media (2 works) · Digital Marketing and Social Media (2 works) · Psychology (2 works) · Advertising (1 works) · Business (1 works) · Cluster analysis (1 works) · Computer Science (1 works) · Context (archaeology (1 works) · Digital marketing (1 works) · Educational Games and Gamification (1 works)