Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Dong‐Mo Koo

Biographic Data

ID6464558
NAMEDong‐Mo Koo
GIVEN NAMESDong‐Mo
FAMILY NAMEKoo
SIGNATUREKOO D M
AFFILIATIONSKyungpook National University
ORCID0000-0003-2864-6228
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS15
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2013
LATEST PUBLICATION YEAR2019
H-INDEX2
  • Perceived CSR initiatives and intention to purchase game items: The motivational mechanism of self-esteem and compassion

    Open Access•Joonheui Bae, Hyun‐Hee Park et al.•ARTICLE•Internet Research•2019•References: 19

    Purpose The purpose of this paper is to investigate the effect of perceived corporate social responsibility (CSR) initiatives moderated by a user characteristic (heavy users) on game-item purchase intention and uniquely propose that this moderation is serially mediated by self-esteem and compassion. Design/methodology/approach A 2 (CSR initiatives: high vs low) by 2 (user characteristic: heavy vs non-heavy users) experimental design was employed …

  • Affective value of game items: A mood management and selective exposure approach

    Open Access•Joonheui Bae, Sang Jin Kim et al.•ARTICLE•Internet Research•2019•Cited by: 1•References: 7

    Purpose The purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study examines the impact of interaction between two negative mood states (stress vs boredom) and types of game items (functional vs decorative) on the purchasing intention of game items. Design/methodology/approach Two experiments were conducted to predict the outcomes of using g…

  • Lemons problem in collaborative consumption platforms: Different decision heuristics chosen by consumers with different cognitive styles

    Open Access•Joonheui Bae, Dong‐Mo Koo et al.•ARTICLE•Internet Research•2018•Cited by: 2•References: 14

    Purpose Most of the research on collaborative consumption platforms (CCPs) has focused on motivational drives, and little research has been conducted on the problem of unbalanced information sharing, also known as the “lemons problem,” and signals. The paper aims to discuss these issues. Design/methodology/approach This study conducted a netnography and an experiment. Findings The netnographic study showed that participants tend to use low rating…

  • Combined effects of valence and attributes of e-WOM on consumer judgment for message and product: The moderating effect of brand community type

    Open Access•Hyojin Jeong, Hyo-Jin Jeong et al.•ARTICLE•Internet Research•2015•Cited by: 12•References: 5

    Purpose – The purpose of this paper is to propose a model to test whether the combined effects of valence and objectivity/subjectivity of online review have an effect on consumer judgment and whether e-WOM platforms have a moderating effect. Design/methodology/approach – In total, 480 respondents participated in online experiments with a four (positive+objective, positive+subjective, negative+objective, and negative+subjective online review) by t…

  • Lonely People Are No Longer Lonely on Social Networking Sites: The Mediating Role of Self-Disclosure and Social Support

    Open Access•Kyung-Tag Lee, Mijin Noh et al.•ARTICLE•Cyberpsychology Behavior and…•2013

    Most previous studies assert the negative effect of loneliness on social life and an individual's well-being when individuals use the Internet. To expand this previous research tradition, the current study proposes a model to test whether loneliness has a direct or indirect effect on well-being when mediated by self-disclosure and social support. The results show that loneliness has a direct negative impact on well-being but a positive effect on …

  • Combined effects of valence and attributes of e-WOM on consumer judgment for message and product: The moderating effect of brand community type

    Open Access•Hyojin Jeong, Hyo-Jin Jeong et al.•ARTICLE•Internet Research•2015•Cited by: 12•References: 5

    Purpose – The purpose of this paper is to propose a model to test whether the combined effects of valence and objectivity/subjectivity of online review have an effect on consumer judgment and whether e-WOM platforms have a moderating effect. Design/methodology/approach – In total, 480 respondents participated in online experiments with a four (positive+objective, positive+subjective, negative+objective, and negative+subjective online review) by t…

  • Lemons problem in collaborative consumption platforms: Different decision heuristics chosen by consumers with different cognitive styles

    Open Access•Joonheui Bae, Dong‐Mo Koo et al.•ARTICLE•Internet Research•2018•Cited by: 2•References: 14

    Purpose Most of the research on collaborative consumption platforms (CCPs) has focused on motivational drives, and little research has been conducted on the problem of unbalanced information sharing, also known as the “lemons problem,” and signals. The paper aims to discuss these issues. Design/methodology/approach This study conducted a netnography and an experiment. Findings The netnographic study showed that participants tend to use low rating…

  • Affective value of game items: A mood management and selective exposure approach

    Open Access•Joonheui Bae, Sang Jin Kim et al.•ARTICLE•Internet Research•2019•Cited by: 1•References: 7

    Purpose The purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study examines the impact of interaction between two negative mood states (stress vs boredom) and types of game items (functional vs decorative) on the purchasing intention of game items. Design/methodology/approach Two experiments were conducted to predict the outcomes of using g…

  • Lonely People Are No Longer Lonely on Social Networking Sites: The Mediating Role of Self-Disclosure and Social Support

    Open Access•Kyung-Tag Lee, Mijin Noh et al.•ARTICLE•Cyberpsychology Behavior and…•2013

    Most previous studies assert the negative effect of loneliness on social life and an individual's well-being when individuals use the Internet. To expand this previous research tradition, the current study proposes a model to test whether loneliness has a direct or indirect effect on well-being when mediated by self-disclosure and social support. The results show that loneliness has a direct negative impact on well-being but a positive effect on …

  • Combined effects of valence and attributes of e-WOM on consumer judgment for message and product: The moderating effect of brand community type

    Open Access•Hyojin Jeong, Hyo-Jin Jeong et al.•ARTICLE•Internet Research•2015•Cited by: 12•References: 5

    Purpose – The purpose of this paper is to propose a model to test whether the combined effects of valence and objectivity/subjectivity of online review have an effect on consumer judgment and whether e-WOM platforms have a moderating effect. Design/methodology/approach – In total, 480 respondents participated in online experiments with a four (positive+objective, positive+subjective, negative+objective, and negative+subjective online review) by t…

  • Lemons problem in collaborative consumption platforms: Different decision heuristics chosen by consumers with different cognitive styles

    Open Access•Joonheui Bae, Dong‐Mo Koo et al.•ARTICLE•Internet Research•2018•Cited by: 2•References: 14

    Purpose Most of the research on collaborative consumption platforms (CCPs) has focused on motivational drives, and little research has been conducted on the problem of unbalanced information sharing, also known as the “lemons problem,” and signals. The paper aims to discuss these issues. Design/methodology/approach This study conducted a netnography and an experiment. Findings The netnographic study showed that participants tend to use low rating…

  • Perceived CSR initiatives and intention to purchase game items: The motivational mechanism of self-esteem and compassion

    Open Access•Joonheui Bae, Hyun‐Hee Park et al.•ARTICLE•Internet Research•2019•References: 19

    Purpose The purpose of this paper is to investigate the effect of perceived corporate social responsibility (CSR) initiatives moderated by a user characteristic (heavy users) on game-item purchase intention and uniquely propose that this moderation is serially mediated by self-esteem and compassion. Design/methodology/approach A 2 (CSR initiatives: high vs low) by 2 (user characteristic: heavy vs non-heavy users) experimental design was employed …

  • Affective value of game items: A mood management and selective exposure approach

    Open Access•Joonheui Bae, Sang Jin Kim et al.•ARTICLE•Internet Research•2019•Cited by: 1•References: 7

    Purpose The purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study examines the impact of interaction between two negative mood states (stress vs boredom) and types of game items (functional vs decorative) on the purchasing intention of game items. Design/methodology/approach Two experiments were conducted to predict the outcomes of using g…

Computer Science (5 works) · Psychology (5 works) · Business (4 works) · Social Psychology (4 works) · Consumer Behavior in Brand Consumption and Identification (3 works) · Digital Marketing and Social Media (3 works) · Originality (3 works) · Social Psychology (3 works) · World Wide Web (3 works) · Advertising (2 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae