Academic Profile : Faculty

Assoc Prof Jung Younbo
Associate Chair (Academic)
Associate Professor, Wee Kim Wee School of Communication and Information
Email
Journal Articles
(Not applicable to NIE
staff as info will be
pulled from PRDS)
(Not applicable to NIE
staff as info will be
pulled from PRDS)
Chung, M., Seo, Y., Jung, Y., & Lee, D. (2021). Agenda-setting in social TV: How and when user comments influence perceived issue importance. New Media and Society. https://doi.org/10.1177/14614448211020754
Kim, J., Song, H., Merrill, K., Jung, Y., Kwon, R. (2020). Using serious games for anti-smoking health campaigns targeting college students: A randomized controlled trial. JMIR Serious Games 8(4):e18528
doi: 10.2196/18528
Seo, Y., Jung, Y., Sng, J., & Park, J. (2019). Rational or irrational decision? Examination on gamers’ intention to purchase probability-type items. Interacting with Computers, 31(6), 603-641.
Seo, Y., Kim, M., Lee, D., & Jung, Y. (2018). Attention to eSports advertisement: effects of ad animation and in-game dynamics on viewers’ visual attention. Behaviour & Information Technology, 37 (12), 1194-1202. doi:10.1080/0144929X.2018.1488993.
Seo, Y., Kim, M., Jung, Y., & Lee, D. (2017). Avatar face recognition and self-presence. Computers in Human Behavior 69, 120-227. doi: 10.1016/j.chb.2016.12.020.
Kim, J., Song, H., Merrill, K., Jung, Y., Kwon, R. (2020). Using serious games for anti-smoking health campaigns targeting college students: A randomized controlled trial. JMIR Serious Games 8(4):e18528
doi: 10.2196/18528
Seo, Y., Jung, Y., Sng, J., & Park, J. (2019). Rational or irrational decision? Examination on gamers’ intention to purchase probability-type items. Interacting with Computers, 31(6), 603-641.
Seo, Y., Kim, M., Lee, D., & Jung, Y. (2018). Attention to eSports advertisement: effects of ad animation and in-game dynamics on viewers’ visual attention. Behaviour & Information Technology, 37 (12), 1194-1202. doi:10.1080/0144929X.2018.1488993.
Seo, Y., Kim, M., Jung, Y., & Lee, D. (2017). Avatar face recognition and self-presence. Computers in Human Behavior 69, 120-227. doi: 10.1016/j.chb.2016.12.020.