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Ae-Young Soh

Sungkyunkwan University · 社会科学

研究室紹介

Professor Ae-Young Soh's research lab focuses on the intersection of technology, human behavior, and organizational effectiveness, with a strong emphasis on digital work environments and user engagement. The lab explores how gamification, telework, and information systems influence psychological well-being, job satisfaction, and knowledge sharing in digital and virtual workplaces. Key research directions include the role of psychological needs, flow, and aesthetic experiences in sustaining user engagement, as well as the credibility of information in social media and the impact of virtuality on social network formation. The lab integrates theories from organizational behavior, information systems, and social psychology to develop and test practical, theory-driven models for digital transformation in the workplace.

gamificationteleworkuser engagementinformation credibilityvirtual work

Research Overview

Papers
77
Total Citations
3,739
Papers (5y)
15
Primary Field
社会科学

Research Output Trend

Figures are computed from collected data and may differ slightly.

Publications per year (5y)
15total
2022
2023
2024
2025
2026
Citations per year (5y)
317total
20222023202420252026

Selected Papers

15
1
Article|785 citations·2018
The state of immersive technology research: A literature analysis
Ayoung Suh, Jane Prophet
SJR Q1Computers in Human Behavior
Human-Computer InteractionComputer Science
2
Article|325 citations·2017
Understanding teleworkers’ technostress and its influence on job satisfaction
Ayoung Suh, Jumin Lee
SJR Q1Internet Research

Purpose The purpose of this paper is to develop and test a theoretical model that predicts a teleworker’s job satisfaction. Design/methodology/approach By drawing on the technostress model and job characteristics theory, this study proposed a theoretical model. The proposed model was tested through a survey of 258 teleworkers from two global IT companies that have adopted telework programs. Findings The results show that technology and job characteristics jointly induce teleworkers’ technostress

Social PsychologyPsychology
3
Article|321 citations·2017
Gamification in the Workplace: The Central Role of the Aesthetic Experience
Ayoung Suh, Christy M.K. Cheung, Manju Ahuja, Christian Wagner
SJR Q1Journal of Management Information Systems

Although gamification in the workplace is burgeoning, organizations frequently have difficulty sustaining user engagement with a gamified information system (IS). The focus of this study is how a gamified IS in the workplace engages users and encourages them to continue system use. By proposing the concepts of flow experience (FE) and aesthetic experience (AE) as different ways to provide deep and meaningful user engagement, this study develops a model that explores the antecedents of FE and AE

Human-Computer InteractionComputer Science
4
Article|219 citations·2015
Factors Influencing Information credibility on Social Media Platforms: Evidence from Facebook Pages
Ruohan Li, Ayoung Suh
Procedia Computer ScienceOA

Information on social media platforms suffers from a relative lack of professional gatekeepers to monitor content. How to evaluate the information credibility on social media platform has become an important issue for today information consumers. Despite its importance, little research has empirically examined what factors influence the information credibility on social media platforms, which limits our understanding of the determinants of online information assessment. To fill this gap, this st

CommunicationSocial Sciences
5
Article|217 citations·2016
Enhancing User Engagement through Gamification
Ayoung Suh, Christian Wagner, Lili Liu
SJR Q1Journal of Computer Information Systems

Gamification—the use of game elements in non-game contexts—is gaining interest among researchers and practitioners. How gamification enhances user engagement, though, remains unclear, largely due to the lack of a theoretical framework. To narrow the theory gap, this study develops a theoretical model, which draws on cognitive evaluation theory to explain the effects of game dynamics on user engagement, and tests it using data collected from 164 users of a gamified information system. The results

Developmental and Educational PsychologyPsychology
6
Article|167 citations·2017
How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach
Ayoung Suh, Christian Wagner
SJR Q1Journal of Knowledge Management

Purpose This study aims to examine how gamification increases employees’ knowledge contribution to the place of work. It develops and tests the conjecture that gamification adds hedonic value to the use of an enterprise collaboration system (ECS), which, in turn, increases in both the quality and quantity of knowledge contribution. Design/methodology/approach Drawing on the framework of successful gamification against a backdrop of affordance theory, this study develops and tests a theoretical m

CommunicationSocial Sciences
7
Article|140 citations·2015
How do virtual community members develop psychological ownership and what are the effects of psychological ownership in virtual communities?
Jumin Lee, Ayoung Suh
SJR Q1Computers in Human Behavior
CommunicationSocial Sciences
8
Article|81 citations·2011
The Influence of Virtuality on Social Networks Within and Across Work Groups: A Multilevel Approach
Ayoung Suh, Kyung‐shik Shin, Manju Ahuja, Min Soo Kim
SJR Q1Journal of Management Information Systems

We examine how the virtuality of work context influences individuals' social networks within and across work groups. Given this purpose, we develop a multilevel research framework that explores the effects of different levels of virtuality on one's intra-group tie strength and extra-group network range based on the computer-mediated communication theory, the proximity theory, and the social network theory. The results of the hierarchical linear modeling indicate that the individual-level virtual

CommunicationSocial Sciences
9
Article|75 citations·2023
How users cognitively appraise and emotionally experience the metaverse: focusing on social virtual reality
Ayoung Suh
SJR Q1Information Technology and People

Purpose Despite the increasing interest in the metaverse—immersive three-dimensional virtual worlds wherein personalized avatars interact with one another—little is known about how users cognitively appraise and emotionally experience it. To fill this gap, the present study explores the emotional, behavioral and social consequences of users' cognitive appraisals, while focusing on social virtual reality (VR) as a representative entry point to the metaverse. Design/methodology/approach Drawing on

Human-Computer InteractionComputer Science
10
Article|63 citations·2015
The Effects of Game Dynamics on User Engagement in Gamified Systems
Ayoung Suh, Christian Wagner, Lili Liu

The use of game design elements to foster user engagement in non-game contexts, such as marketing, education, training, and healthcare, is rapidly gaining interest. Despite the growing attention given to gamification, little research has been conducted to theorize and empirical assess how and why game design elements influence user engagement. The resulting lack of an empirically validated theoretical foundation has kept the picture unclear of how gamification causes behavioral change in a way t

Developmental and Educational PsychologyPsychology
11
Article|50 citations·2010
Exploring the effects of online social ties on knowledge sharing: A comparative analysis of collocated vs dispersed teams
Ayoung Suh, Kyung‐shik Shin
SJR Q1Journal of Information Science

This study examines the different mechanisms of online social ties underlying individual knowledge sharing through comparative perspectives of collocated vs geographically dispersed teams. By integrating social capital theory and social cognitive theory, this study develops a theoretical model that predicts individual knowledge sharing. Next, the study uses social network analysis to empirically test the proposed model using 186 participants: 84 on collocated teams and 102 on dispersed teams. Th

CommunicationSocial Sciences
12
Article|45 citations·2022
How the use of mobile fitness technology influences older adults’ physical and psychological well-being
Ayoung Suh, Mengjun Li
SJR Q1Computers in Human Behavior
DemographySocial Sciences
13
Article|40 citations·2012
The influence of self-discrepancy between the virtual and real selves in virtual communities
Ayoung Suh
SJR Q1Computers in Human Behavior
Sociology and Political ScienceSocial Sciences
14
Article|28 citations·2021
Digital Tracing during the COVID-19 Pandemic: User Appraisal, Emotion, and Continuance Intention
Ayoung Suh, Mengjun Li
SJR Q1SustainabilityOA

This study explores how people appraise the use of contact tracing apps during the novel coronavirus (COVID-19) pandemic in South Korea. Despite increasing attention paid to digital tracing for health disasters, few studies have empirically examined user appraisal, emotion, and their continuance intention to use contact tracing apps for disaster management during an infectious disease outbreak. A mixed-method approach combining qualitative and quantitative inquiries was employed. In the qualitat

Information SystemsComputer Science
15
Article|24 citations·2023
Developing scales for assessing metaverse characteristics and testing their utility
Chaeeun Boo, Ayoung Suh
SJR Q1Computers in Human Behavior ReportsOA

Despite the rapidly growing scholarly and applied interest in the metaverse, inquiries concerning the defining features of the metaverse and the appropriate methodology for assessing these features remain unresolved. In order to address these inquiries, we executed two empirical investigations. In Study 1, we initially conceptualize the attributes of the metaverse and develop scales for assessing the metaverse characteristics. Subsequently, we evaluate the validity and reliability of this metric

Human-Computer InteractionComputer Science

Research Areas

CommunicationHuman-Computer InteractionSociology and Political ScienceDevelopmental and Educational PsychologyInformation Systems and ManagementSocial Psychology

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