Junwon Lee
Biographic Data
| ID | 7880994 |
|---|---|
| NAME | Junwon Lee |
| GIVEN NAMES | Junwon |
| FAMILY NAME | Lee |
| SIGNATURE | LEE J |
| AFFILIATIONS | Seoul National University of Education |
| ORCID | 0000-0002-8550-7868 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
What Makes “Korea”? A Multidimensional Comparison of South Korea’s National Image in U.S., Chinese, and Japanese News, 2023–2025
Latent Profile of Internet and Internet Game Usage Among South Korean Adolescents During the Covid-19 Pandemic
Introduction: Globally, more people are spending time on the Internet and gaming since the outbreak of the Coronavirus Disease 2019 (COVID-19). Consequently, concerns about developing behavioral addiction of adolescents have been raised. Such risk could be greater for adolescents in South Korea where the majority of adolescents have access to the Internet and own a smartphone. In fact, statistics indicate that Korean youths are spending significa…
Addictive Internet Gaming Usage among Korean Adolescents before and after the Outbreak of the Covid-19 Pandemic
Since the outbreak of the COVID-19 pandemic, the heightened risk of school closures and mental disorders has made adolescents particularly vulnerable to developing internet gaming disorder (IGD). There have been reports of increased time spent playing games on the internet among adolescents during the pandemic, and the risk of developing IGD may be higher for adolescents in South Korea as the majority of them play games on the internet. However, …
Cultural dimensions of online vs. offline media competition
Using 50 countries’ media-market panel data from 2012 to 2016, this study examines changes in the global media industry caused by the development of the Internet and assesses the influence of cultural factors on these changes. In the light of niche theory, an analytical method of measuring the competition among media, this study analyzes gradual changes in the online and offline media markets. By using Hofstede’s cultural dimensions as a lens for…
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Cultural dimensions of online vs. offline media competition
Using 50 countries’ media-market panel data from 2012 to 2016, this study examines changes in the global media industry caused by the development of the Internet and assesses the influence of cultural factors on these changes. In the light of niche theory, an analytical method of measuring the competition among media, this study analyzes gradual changes in the online and offline media markets. By using Hofstede’s cultural dimensions as a lens for…
Latent Profile of Internet and Internet Game Usage Among South Korean Adolescents During the Covid-19 Pandemic
Introduction: Globally, more people are spending time on the Internet and gaming since the outbreak of the Coronavirus Disease 2019 (COVID-19). Consequently, concerns about developing behavioral addiction of adolescents have been raised. Such risk could be greater for adolescents in South Korea where the majority of adolescents have access to the Internet and own a smartphone. In fact, statistics indicate that Korean youths are spending significa…
Addictive Internet Gaming Usage among Korean Adolescents before and after the Outbreak of the Covid-19 Pandemic
Since the outbreak of the COVID-19 pandemic, the heightened risk of school closures and mental disorders has made adolescents particularly vulnerable to developing internet gaming disorder (IGD). There have been reports of increased time spent playing games on the internet among adolescents during the pandemic, and the risk of developing IGD may be higher for adolescents in South Korea as the majority of them play games on the internet. However, …
What Makes “Korea”? A Multidimensional Comparison of South Korea’s National Image in U.S., Chinese, and Japanese News, 2023–2025
Computer Science (3 works) · The Internet (3 works) · World Wide Web (3 works) · Advertising (2 works) · Business (2 works) · Child Development and Digital Technology (2 works) · Coronavirus disease 2019 (COVID-19 (2 works) · Disease (2 works) · Impact of Technology on Adolescents (2 works) · Medicine (2 works)