Byungjoon Yoo
Seoul National University
VoucherThe InternetAdvertisingInformation technologySocial relationVector autoregressionProduct (category theory)BusinessPsychologyMarket shareEconomicsMarketingMicroeconomicsInformation systemOrder (exchange)Value (economics)Quality (business)Pricing strategiesService (business)PopularityIndustrial organizationComputer scienceGame DeveloperProduct (business)CommercePanel dataE-commerceNetwork effect
87Publications
13H-index
411Citations
Publications 83
Newest
#1Moonkyoung Jang (KU: Korea University)H-Index: 2
#2Rumi Lee (College of Business Administration)H-Index: 1
Last. Byungjoon Yoo (SNU: Seoul National University)H-Index: 13
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The goal of this study is to enhance the understanding of factors that affect intention to purchase virtual items in mobile games. The effects of gameplay motivation and item experience are evaluated on intention to purchase. An online survey was conducted in a leading mobile game and we used partial least squares modeling for the empirical analysis. The results shows that play frequency and social interaction are positively associated with intention to purchase, while the level of stage is nega...
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#2Ming Fan (UW: University of Washington)H-Index: 1
Last. Han Zhang (Georgia Institute of Technology)H-Index: 19
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#2Byungjoon YooH-Index: 13
Last. Jaehwan LeeH-Index: 1
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#1Byungjoon Yoo (SNU: Seoul National University)H-Index: 13
#2Moonkyoung Jang (KU: Korea University)H-Index: 2
Abstract Researchers in information systems field have studied e-commerce in various perspectives so far, but there is a lack of research with one holistic view. Therefore, the purpose of this paper is to explore the research trends of e-commerce through reviews of publications in prominent IS journals. We suggest a conceptual framework which contains the concepts of business models, service relationships and technology. In addition, we divide maturity of e-commerce research into three phases ba...
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#1Jaehwan Lee (SNU: Seoul National University)H-Index: 1
#2Byungjoon Yoo (SNU: Seoul National University)H-Index: 13
Last. Moonkyoung Jang (KU: Korea University)H-Index: 2
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The market growth and popularity of Blockchain technology in various fields has been astonishing. The gaming industry is one of the prominent industries that applies Blockchain technology. However, there is some concern about the speculative aspect of Blockchain-based games. Therefore, this paper examines the effects of speculative and enjoyable aspects on users’ playing behavior in Blockchain-based games. For this, we developed a web crawler and collected data from Cryptokitties, one of very fi...
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#1Moonkyoung JangH-Index: 2
#2Byungjoon YooH-Index: 13
Last. Jaehwan LeeH-Index: 1
view all 3 authors...
Blockchain technology has been adopted to various fields. Gaming industry is one of prominent industries which apply Blockchain technology. Still, people are worried about speculative aspect of Blockchain-based games. This paper examines the effects of speculative and enjoyable aspects on users’ playing behavior in Blockchain-based games. For this, we developed a web crawler and collected data from Cryptokitties, one of very first and successful Blockchainbased games. Fixed panel regression was ...
#1Daehwan Ahn (SNU: Seoul National University)H-Index: 2
#2Seongmin Jeon (Gachon University)H-Index: 6
Last. Byungjoon Yoo (SNU: Seoul National University)H-Index: 13
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In this paper, we empirically examine the ID fraud problem in online game. We analyzed over 260,000 users’ behavior using terabytes of big data. The results of the econometrics analysis showed that the behavior pattern of group around 40 years old was very similar to that of teenagers. Considering that the game used for the analysis is a game for young users, this means that some of the users in the group around 40 years old may be teenagers who have stolen the parent’s ID. In addition, we perfo...
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#1Eunho Park (A&M: Texas A&M University)H-Index: 4
#2Rishika Rishika (USC: University of South Carolina)H-Index: 6
Last. Byungjoon Yoo (SNU: Seoul National University)H-Index: 13
view all 5 authors...
AbstractOnline communities have experienced burgeoning popularity over the last decade and have become a key platform for users to share information and interests, and to engage in social interactions. Drawing on the social contagion literature, the authors examine the effect of online social connections on users’ product purchases in an online community. They assess how product, user, and network characteristics influence the social contagion effect in users’ spending behavior. The authors use ...
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