Jun-Phil Uhm
Biographic Data
| ID | 6895548 |
|---|---|
| NAME | Jun-Phil Uhm |
| GIVEN NAMES | Jun-Phil |
| FAMILY NAME | Uhm |
| SIGNATURE | UHM J |
| AFFILIATIONS | Inha University |
| ORCID | 0000-0002-7323-1200 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Digitalization of the Olympics and legitimacy of the Olympic virtual series
Olympic virtual series made its inaugural debut as the first Olympic-licensed virtual sports, yet whether audiences will perceive them as legitimate official Olympic events is unknown. Drawing on the environmental psychology model and transportation theory, we examined the relationship between the audience's perceived virtual gaming atmosphere, sense of presence, positive emotions, and perceived legitimacy of the Olympic virtual series. 339 Olymp…
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…
Determinants of Consumers’ Adoption of Mobile Ticketing via Self-Service Technology
The purpose of this study was to examine the determinants of sport consumers’ mobile ticketing adoption by the technology readiness constructs and quality–satisfaction–behavioral intentions framework. A total of 295 participants were included in the analysis. Data analysis was performed using structural equation modeling and PROCESS macro. A content analysis was conducted to provide further insight into the proposed model using open-ended respons…
How Avatar Identification Affects Enjoyment in the Metaverse
Despite growing interest in studying the metaverse, a theory-driven investigation into the factors that contribute to an enjoyable metaverse experience remains scarce. The current study examined the impacts of avatar identification, social engagement, and avatar customization on users' enjoyment of the metaverse based on the impression management theory. A total of 301 metaverse users were recruited for the study. The hypothesized models of media…
The Effect of Coaching Types on Moral Disengagement in Taekwondo Athletes
The purpose of this study was to examine how coaching styles affect athletes' moral disengagement. To achieve our objectives, we examined the relationships among perceived coaching types, pride, and moral disengagement in the context of elite taekwondo athletes ( N = 322). Direct and indirect effects among coaching types, pride, and moral disengagement were assessed through path analysis. The results indicated that the autonomy-support coaching t…
No prominent works on this page.
The Effect of Coaching Types on Moral Disengagement in Taekwondo Athletes
The purpose of this study was to examine how coaching styles affect athletes' moral disengagement. To achieve our objectives, we examined the relationships among perceived coaching types, pride, and moral disengagement in the context of elite taekwondo athletes ( N = 322). Direct and indirect effects among coaching types, pride, and moral disengagement were assessed through path analysis. The results indicated that the autonomy-support coaching t…
How Avatar Identification Affects Enjoyment in the Metaverse
Despite growing interest in studying the metaverse, a theory-driven investigation into the factors that contribute to an enjoyable metaverse experience remains scarce. The current study examined the impacts of avatar identification, social engagement, and avatar customization on users' enjoyment of the metaverse based on the impression management theory. A total of 301 metaverse users were recruited for the study. The hypothesized models of media…
Determinants of Consumers’ Adoption of Mobile Ticketing via Self-Service Technology
The purpose of this study was to examine the determinants of sport consumers’ mobile ticketing adoption by the technology readiness constructs and quality–satisfaction–behavioral intentions framework. A total of 295 participants were included in the analysis. Data analysis was performed using structural equation modeling and PROCESS macro. A content analysis was conducted to provide further insight into the proposed model using open-ended respons…
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…
Digitalization of the Olympics and legitimacy of the Olympic virtual series
Olympic virtual series made its inaugural debut as the first Olympic-licensed virtual sports, yet whether audiences will perceive them as legitimate official Olympic events is unknown. Drawing on the environmental psychology model and transportation theory, we examined the relationship between the audience's perceived virtual gaming atmosphere, sense of presence, positive emotions, and perceived legitimacy of the Olympic virtual series. 339 Olymp…
Psychology (3 works) · Social Psychology (3 works) · Sociology (3 works) · Athletes (2 works) · Computer Science (2 works) · Digital Games and Media (2 works) · Medicine (2 works) · Motivation and Self-Concept in Sports (2 works) · Political science (2 works) · Psychotherapist (2 works)