Min-Ah Ryu
Biographic Data
| ID | 6895547 |
|---|---|
| NAME | Min-Ah Ryu |
| GIVEN NAMES | Min-Ah |
| FAMILY NAME | Ryu |
| SIGNATURE | RYU M |
| AFFILIATIONS | Jeonbuk National University |
| ORCID | 0000-0002-1741-8564 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2025 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
The role of intramural combat martial arts in enhancing well-being among international students
This study contributes to the existing literature by providing insights into the psychological mechanisms underlying international students' well-being, and offers important practical implications for promoting mental health and resilience among this population
Are Combat Sports Too Violent? Effects of Counter-Balancing Perceptions of Violence Through AR-Infused Gamification
Combat sports, often associated with intensity and aggression, can benefit from a more engaging and entertaining media presentation. The purpose of this study is to investigate the impact of integrating AR-infused gamification, with game-like features, into combat sports presentations on perceptions of violence, enjoyment, and viewers’ intentions for continuous viewing. A between-subjects online experiment was conducted, comparing participants’ r…
No prominent works on this page.
The role of intramural combat martial arts in enhancing well-being among international students
This study contributes to the existing literature by providing insights into the psychological mechanisms underlying international students' well-being, and offers important practical implications for promoting mental health and resilience among this population
Are Combat Sports Too Violent? Effects of Counter-Balancing Perceptions of Violence Through AR-Infused Gamification
Combat sports, often associated with intensity and aggression, can benefit from a more engaging and entertaining media presentation. The purpose of this study is to investigate the impact of integrating AR-infused gamification, with game-like features, into combat sports presentations on perceptions of violence, enjoyment, and viewers’ intentions for continuous viewing. A between-subjects online experiment was conducted, comparing participants’ r…
Athletes (1 work) · Computer-assisted web interviewing (1 work) · Digital Games and Media (1 work) · Educational Games and Gamification (1 work) · Id, ego and super-ego (1 work) · Martial arts (1 work) · Mediation (1 work) · Medicine (1 work) · Mental health (1 work) · Mindfulness and Compassion Interventions (1 work)