Young-Im Do
Korea Advanced Institute of Science and Technology · 社会科学
研究室紹介
Professor Young-Im Do's research lab focuses on human-centered digital experiences, particularly in the realms of digital well-being, gamification in education, and intergenerational technology use. The lab investigates psychological and behavioral aspects of online engagement, including internet addiction, flow states, and identity development in virtual environments, with a strong emphasis on youth and older adults. It also explores innovative applications of emerging technologies—such as augmented reality and gameful design—to foster empathy, motivation, and emotional engagement in educational and therapeutic contexts.
Research Overview
Research Output Trend
Figures are computed from collected data and may differ slightly.
Selected Papers
15Internet Addiction (IA) constitutes an excessive Internet use behavior with a significant impact on the user’s well-being. Online flow describes the users’ level of being absorbed by their online activity. The present study investigated age-related, gender, and flow effects on IA in adolescence. The sample comprised 648 adolescents who were assessed twice at age 16 and 18 years. IA was assessed using the Internet Addiction Test and online flow was assessed using the Online Flow Questionnaire. A
An increasing number of students are learning in digitalized education environments. For younger generations of students who have grown up participating in digital environments and virtual reality, E-learning is considered to be an appropriate educational platform. In particular, video lectures are regarded as key component of E-learning systems. However, online lecture systems have limitations in sustainability due to a lack of motivation on the part of the learner. To provide motivation for us
BACKGROUND: The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital games provide cognitive, physical, and socioemotional benefits for older adults. However, current mobile games that understand older adults' gameplay experience and reflect their needs are very scarce. Furthermore, studies that have analyzed older adults' game experience in a holistic manner are rare. OBJECTIVE: The purpose of this study was to suggest mobile game d
Although Korea has achieved successful economic, social, cultural, and technological development over the past decades, Korean people do not seem to be particularly happy. To enhance an individual’s happiness, we need to be aware of what situations and environmental conditions are conducive for happiness and explore the values of happiness we pursue. This study investigated the types of happiness expressed by Korean people using a mixed-method approach. Personal in-depth (n = 15) and focus group
This research examined the identity development of Korean adult players in the online game world. Q methodology was used to investigate the subjectivity of self-development in Mabinogi (Massive Multiplayer Online Role-Playing Game). Thirty-seven adult players sorted 57 behavior statements to reflect the changes in their behaviors from past to present. Three types of self-development were found: achievement-oriented development, control-oriented development, and relational development. The behavi
In this paper, we present an AR Petite Theater, a story book that enables role-play using augmented reality (AR) technology. It provides an opportunity for children to learn the ability of empathy through interactive reading experience by thinking and speaking in accordance with the character's role of the story. In general, empathy is one of most important elements for children to make friends at school and to expand their social relations. In particular, it is crucial for early school-age chil
While player characters (PCs) are the key element in engaging players in narrative games, the experience and relationship of the player with the PC have received scarce attention from the perspective of the subjective player experience. The diversity of players and the importance of the PC in the game suggests meaningful connections between how players relate to their PC and the resulting satisfaction with the game. We, therefore, investigated in this study how the player-character relationship
This study explores whether a life metaphoric game can effectively facilitate communication between senior participants and young adult partners during a life review activity. Life review provides older adults with opportunities to organize their past experiences, rediscover the meaning of life, and prepare for their future life and eventual death. We held workshops in which 33 senior participants (ages 51-85) co-played a commercial game, titled "Long Journey of Life," paired with young adult pa
While commercial videogames are increasingly recognized to be able to facilitate meaningful experiences, little has been researched on its potential as a medium to help players cope with the loss of a loved one. In this study, we aimed to investigate the player’s bereavement process while playing the commercial death-themed game Spiritfarer. Through a thematic analysis of qualitative in-depth interviews with 6 participants, we found that the player’s grieving experience closely resembled the Dua
This study suggests an approach for the computational modeling of players' emotional response patterns to story events in video games. We propose what is termed the dynamic narrative emotion model for analyzing the emotional response patterns of video game players by combining and reconstructing the OCC cognitive emotion model and D. Price's emotional intensity equation. Based on this model, we compared with two emotional response patterns of players to story events in both commercially successf
Introduction: Recalling personal memories on the loss and deriving new meanings from them is deemed necessary for adapting to bereavement. Recent studies suggest that games can afford players meaningful experiences that can support players through stressful life events, but its potential on the meaning-making of loss has not been much explored. To address this gap, we investigated the bereaved players' experiences of playing commercial video games that elicited their personal memories of loss an
The Melody of Mysterious Stones is a VR meditation game that utilizes spatial audio technologies. One of the most common mindfulness exercises is to notice and observe five senses including the sense of sound. As a way of helping the players with focusing on their sense of sound, the Melody of Mysterious Stones makes use of spatialized sounds as game elements. Our play tests showed that game players enjoyed playing missions with spatial audio elements. Also, they reported that spatial audio help