Dongyan Nan
Biographic Data
| ID | 6628569 |
|---|---|
| NAME | Dongyan Nan |
| GIVEN NAMES | Dongyan |
| SIGNATURE | NAN D |
| AFFILIATIONS | Sungkyunkwan University |
| ORCID | 0000-0001-7811-0857 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 7 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
Reexamining metaverse with quantative scientometric approach
In recent years, the rapid development of technologies such as virtual reality, augmented reality, and mixed reality, along with the significant increase in publications related to the Metaverse, demonstrates a sustained growth in interest in this field. Some scholars have already performed bibliometric analyses of this emerging field. However, previous analyses have not been comprehensive due to limitations such as the volume of literature, part…
Impact of ByteDance crisis communication strategies on different social media users
The impact of corporate crisis communication strategies on users’ attitudes across different platforms has emerged as a new focal point in crisis management. This study is rooted in Social Media Crisis Communication (SMCC) and employs the case of Trump’s sanctions on TikTok to analyze variations in the effects of ByteDance’s crisis communication strategies on different social media platforms. We initally identified five announcements that generat…
Teammate Familiarity in Distributed Computer-Supported Collaborative Learning: The Mediating Role of Social Presence
Owing to the limitations of computer-mediated communication (CMC), distributed CSCL (Computer-supported collaborative learning) has not always been as effective as desired. Despite recognizing the significance of group composition, the exploration of the function of teammate familiarity in distributed educational settings is restricted. This study explored the influence of teammate familiarity and social presence in a distributed CSCL setting by …
Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs)
Purpose Massive multiplayer online role-playing games (MMORPGs) are representative metaverse games that are thriving in academia and the industry. This study aims to develop an integrated model based on Yee's motivations and the Proteus effect to explore individuals' intentions of playing MMORPGs. Design/methodology/approach The data were gathered by conducting an online survey ( n = 441) for the players of World of Warcraft, an MMORPG. The colle…
Moocs as a Research Agenda: Changes Over Time
MOOCs (massive open online courses) have attracted considerable attention from researchers. Fueled by constant change and developments in educational technology, the trends of MOOCs have varied greatly over the years. To detect and visualize the developments and changes in MOOC research, 4,652 articles published between 2009 and 2021 were retrieved from Web of Science and Scopus with the aid of CiteSpace. This study sought to explore the number o…
My video game console is so cool! A coolness theory-based model for intention to use video game consoles
Structural Topic Model Analysis of Mask-Wearing Issue Using International News Big Data
Media plays an important role in the acquisition of health information worldwide. This was particularly evident in the face of the COVID-19 epidemic. Relatedly, it is practical and desirable for people to wear masks for health, fashion, and religious regions. However, depending on cultural differences, people naturally accept wearing a mask, or they look upon it negatively. In 2020, the COVID-19 pandemic led to widespread mask-wearing mandates wo…
No prominent works on this page.
Structural Topic Model Analysis of Mask-Wearing Issue Using International News Big Data
Media plays an important role in the acquisition of health information worldwide. This was particularly evident in the face of the COVID-19 epidemic. Relatedly, it is practical and desirable for people to wear masks for health, fashion, and religious regions. However, depending on cultural differences, people naturally accept wearing a mask, or they look upon it negatively. In 2020, the COVID-19 pandemic led to widespread mask-wearing mandates wo…
Moocs as a Research Agenda: Changes Over Time
MOOCs (massive open online courses) have attracted considerable attention from researchers. Fueled by constant change and developments in educational technology, the trends of MOOCs have varied greatly over the years. To detect and visualize the developments and changes in MOOC research, 4,652 articles published between 2009 and 2021 were retrieved from Web of Science and Scopus with the aid of CiteSpace. This study sought to explore the number o…
My video game console is so cool! A coolness theory-based model for intention to use video game consoles
Impact of ByteDance crisis communication strategies on different social media users
The impact of corporate crisis communication strategies on users’ attitudes across different platforms has emerged as a new focal point in crisis management. This study is rooted in Social Media Crisis Communication (SMCC) and employs the case of Trump’s sanctions on TikTok to analyze variations in the effects of ByteDance’s crisis communication strategies on different social media platforms. We initally identified five announcements that generat…
Teammate Familiarity in Distributed Computer-Supported Collaborative Learning: The Mediating Role of Social Presence
Owing to the limitations of computer-mediated communication (CMC), distributed CSCL (Computer-supported collaborative learning) has not always been as effective as desired. Despite recognizing the significance of group composition, the exploration of the function of teammate familiarity in distributed educational settings is restricted. This study explored the influence of teammate familiarity and social presence in a distributed CSCL setting by …
Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs)
Purpose Massive multiplayer online role-playing games (MMORPGs) are representative metaverse games that are thriving in academia and the industry. This study aims to develop an integrated model based on Yee's motivations and the Proteus effect to explore individuals' intentions of playing MMORPGs. Design/methodology/approach The data were gathered by conducting an online survey ( n = 441) for the players of World of Warcraft, an MMORPG. The colle…
Reexamining metaverse with quantative scientometric approach
In recent years, the rapid development of technologies such as virtual reality, augmented reality, and mixed reality, along with the significant increase in publications related to the Metaverse, demonstrates a sustained growth in interest in this field. Some scholars have already performed bibliometric analyses of this emerging field. However, previous analyses have not been comprehensive due to limitations such as the volume of literature, part…
Computer Science (6 works) · Human–computer interaction (3 works) · Political science (3 works) · Psychology (3 works) · World Wide Web (3 works) · Artificial Intelligence (2 works) · Data science (2 works) · Impact of Technology on Adolescents (2 works) · Media Influence and Health (2 works) · Social media (2 works)