Dr Jinhee Yoo, Gannon Univeristy, Erie, PA, USA – visit in UMCS, Lublin, Business Analitics

Dr Jinhee Yoo, Gannon Univeristy, Erie, PA, USA

Human technology interactions

My research has been focused on human-technology
interactions, particularly using VR, over the last 5 years. I have been leading several
interdisciplinary and cross-cultural studies on VR. Here’s a list of my recent publications
on VR. I’m currently working on a study investigating how various technologies (VR, TV,
and smartphone) affect perceptions of empathy, engagement (presence), involvement,
and intentions to support Paralympians using an experimental approach. I will be
presenting this study (“Comparisons of TV, Smartphone, and Virtual Reality Regarding
Their Impact on Empathy, Involvement, and Support Intentions for Paralympians”) at the
international conference on Technology, Knowledge, and Society this week. Although my
background is in Sport Management, I don’t limit my research to sports; it extends to areas
such as marketing and psychology. For example, my most recent publication focused on
psychology and marketing and was unrelated to sports. I am open to collaboration across
disciplines. I have attached a few publications in case anyone is interested.

  1. Yoo, J., & Ohu, E. A. (in press). Virtual reality vs. TV: Comparing empathy,
    engagement, enjoyment, and usage intentions. International Journal
    of Technology, Knowledge, and Society.
  2. Lupinek, J. M., Brownlee, E., Ohu, E. A., & Yoo, J. (in press). The untapped
    inventory of virtual reality in-game advertising (IGA): Digital disruption for sport
    marketing research. The Journal of Sport.
  3. Yoo, J., Lee, S., Ohu, E. A., & Brownlee, E. (2022). An analysis of potential VR
    sports game consumers’ prospective motives. International Journal of Business
    in Sports, Tourism & Hospitality Management, 3(1), 31-
  4. https://www.gaics.org/userdata/upload/file/JBSM2022V3N102.pdf
  5. Yoo, J., Lee, S., & Ohu, E. A. (2022). A cross-cultural analysis of VR gaming
    psychological needs and motivations: A self-determination theory
    approach. Managing Sport and
    Leisure. https://doi.org/10.1080/23750472.2022.2046490
  6. Yoo, J., Ohu, E. A., & Ohu, I. (2022). A cross-cultural study of the influence of
    environmental factors on VR gamers experience of spatial presence, enjoyment,
    and subjective workload: A preliminary study. Technology, Mind, and Behavior,
    3(1). https://doi.org/10.1037/tmb0000064
  7. Yoo, J., Ohu, E. A., & Ohu, I. (2022). Supplemental material for A cross-cultural
    study of the influence of environmental factors on VR gamers experience of
    spatial presence, enjoyment, and subjective workload: A preliminary
    study. Technology, Mind, and Behavior,
    3(1). https://doi.org/10.1037/tmb0000064.supp
  8. Lupinek, J. M., Yoo, J., Ohu, E. A., & Brownlee, E. (2021). Congruity of virtual
    reality in-game advertising (IGA). Frontiers in Sports and Active Living, 3, Article
  9. 41-51. https://doi.org/10.3389/fspor.2021.728749

Sport consumer behavior

Sport consumer behavior (e.g., the influence of technology on sport product
consumptions, the influence of sport organizations and athletes’ behavior on sport
consumer perceptions, the development process of sport fan loyalty, etc.)

JU lecture at BA UMCS Lublin

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