서아영 교수
Ae-Young Soh
성균관대학교 경영학과 · 사회과학
연구실 소개
서아영 교수의 연구실은 원격근무 환경에서의 직무 만족도와 기술 스트레스, 게임화 기반 정보시스템의 지속적 이용 동기, 소셜미디어 상의 정보 신뢰성 평가, 기업 내 지식 기여 촉진 등 디지털 환경에서의 인간 행동과 조직 행동을 중심으로 연구를 진행하고 있습니다. 특히 기술의 영향과 심리적 요인, 게임화 요소가 직원의 만족도와 참여도에 어떻게 작용하는지에 대한 이론적 프레임워크를 구축하고 있으며, 실증 데이터를 기반으로 한 실천적 통찰을 도출하고자 합니다. 연구는 주로 기업의 디지털 전환과 협업 플랫폼 활용을 배경으로 하여, 인간 중심의 기술 설계와 조직 문화 개선에 기여하고자 합니다.
연구 현황
연구 성과 추이
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주요 논문
15Purpose 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
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
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
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
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
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
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
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
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
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
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
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