Academic Profile : Faculty

Assoc Prof Jung Younbo
Associate Professor, Wee Kim Wee School of Communication and Information
Email
External Links
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)
Highly cited:
Lee, K. M., Jung, Y., Kim, J., & Kim, S. R. (2006). Are physically embodied social agents better than disembodied social agents?: The effects of physical embodiment, tactile interaction, and people's loneliness in human–robot interaction. International Journal of Human Computer Studies, 64(10), 962-973.
Tay, B., Jung, Y., & Park, T. (2014). When stereotypes meet robots: the double-edge sword of robot gender and personality in human–robot interaction. Computers in Human Behavior, 38, 75-84.
Stewart, J. C., Yeh, S. C., Jung, Y., Yoon, H., Whitford, M., Chen, S. Y., ... & Winstein, C. J. (2007). Intervention to enhance skilled arm and hand movements after stroke: A feasibility study using a new virtual reality system. Journal of NeuroEngineering and Rehabilitation, 4(21).
Chua, P. H., Jung, Y., Lwin, M. O., & Theng, Y. L. (2013). Let’s play together: Effects of video-game play on intergenerational perceptions among youth and elderly participants. Computers in Human Behavior, 29(6), 2303-2311.
Jung, Y., Song, H., & Vorderer, P. (2012). Why do people post and read personal messages in public? The motivation of using personal blogs and its effects on users’ loneliness, belonging, and well-being. Computers in Human Behavior, 28(5), 1626-1633.
Jung, Y., Peng, W., Moran, M., Jin, S. A. A., McLaughlin, M., Cody, M., ... & Silverstein, M. (2010). Low-income minority seniors' enrollment in a cybercafé: psychological barriers to crossing the digital divide. Educational Gerontology, 36(3), 193-212.
Li, B. J., Lwin, M. O., & Jung, Y. (2014). Wii, myself, and size: The influence of proteus effect and stereotype threat on overweight children's exercise motivation and behavior in exergames. Games for Health Journal, 3(1), 40-48.
Song, H., Kim, J., Kwon, R. J., & Jung, Y. (2013). Anti-smoking educational game using avatars as visualized possible selves. Computers in Human Behavior, 29(5), 2029-2036.
Seo, Y. N., 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.
Seo, Y., Kim, M., Jung, Y., & Lee, D. (2017). Avatar face recognition and self-presence. Computers in Human Behavior, 69, 120-127.
Click here for more publications.
Recent Publication:
Huang, J., & Jung, Y. (2022). Perceived Authenticity of Virtual Characters Makes the Difference. Frontiers in Virtual Reality, 3, 1033709.
Kim, J., Song, H., Merrill Jr, K., Jung, Y., & Kwon, R. J. (2022). If You Quit Smoking, This Could Happen to You: Investigating Framing and Modeling Effects in an Anti-Smoking Serious Game. International Journal of Human–Computer Interaction, 38(8), 730-741.
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
Sng, J. R., & Jung, Y. (2021). Exploring the Role of Language and Goal Attainment in Intergenerational Gameplay. Journal of Intergenerational Relationships, 19(3), 325-343.
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.
Lee, K. M., Jung, Y., Kim, J., & Kim, S. R. (2006). Are physically embodied social agents better than disembodied social agents?: The effects of physical embodiment, tactile interaction, and people's loneliness in human–robot interaction. International Journal of Human Computer Studies, 64(10), 962-973.
Tay, B., Jung, Y., & Park, T. (2014). When stereotypes meet robots: the double-edge sword of robot gender and personality in human–robot interaction. Computers in Human Behavior, 38, 75-84.
Stewart, J. C., Yeh, S. C., Jung, Y., Yoon, H., Whitford, M., Chen, S. Y., ... & Winstein, C. J. (2007). Intervention to enhance skilled arm and hand movements after stroke: A feasibility study using a new virtual reality system. Journal of NeuroEngineering and Rehabilitation, 4(21).
Chua, P. H., Jung, Y., Lwin, M. O., & Theng, Y. L. (2013). Let’s play together: Effects of video-game play on intergenerational perceptions among youth and elderly participants. Computers in Human Behavior, 29(6), 2303-2311.
Jung, Y., Song, H., & Vorderer, P. (2012). Why do people post and read personal messages in public? The motivation of using personal blogs and its effects on users’ loneliness, belonging, and well-being. Computers in Human Behavior, 28(5), 1626-1633.
Jung, Y., Peng, W., Moran, M., Jin, S. A. A., McLaughlin, M., Cody, M., ... & Silverstein, M. (2010). Low-income minority seniors' enrollment in a cybercafé: psychological barriers to crossing the digital divide. Educational Gerontology, 36(3), 193-212.
Li, B. J., Lwin, M. O., & Jung, Y. (2014). Wii, myself, and size: The influence of proteus effect and stereotype threat on overweight children's exercise motivation and behavior in exergames. Games for Health Journal, 3(1), 40-48.
Song, H., Kim, J., Kwon, R. J., & Jung, Y. (2013). Anti-smoking educational game using avatars as visualized possible selves. Computers in Human Behavior, 29(5), 2029-2036.
Seo, Y. N., 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.
Seo, Y., Kim, M., Jung, Y., & Lee, D. (2017). Avatar face recognition and self-presence. Computers in Human Behavior, 69, 120-127.
Click here for more publications.
Recent Publication:
Huang, J., & Jung, Y. (2022). Perceived Authenticity of Virtual Characters Makes the Difference. Frontiers in Virtual Reality, 3, 1033709.
Kim, J., Song, H., Merrill Jr, K., Jung, Y., & Kwon, R. J. (2022). If You Quit Smoking, This Could Happen to You: Investigating Framing and Modeling Effects in an Anti-Smoking Serious Game. International Journal of Human–Computer Interaction, 38(8), 730-741.
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
Sng, J. R., & Jung, Y. (2021). Exploring the Role of Language and Goal Attainment in Intergenerational Gameplay. Journal of Intergenerational Relationships, 19(3), 325-343.
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.