Ayoung Suh

Dr. Ayoung Suh

Business School, Sungkyunkwan University, Seoul, Korea
orcid

Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 September 2018 in Computers in Human Behavior
Verified
Journal Article
Closed access
ASAyoung Suh
Ayoung Suh
JPJane Prophet
Jane Prophet

2 January 2017 in Journal of Management Information Systems
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Journal Article
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ASAyoung Suh
Ayoung Suh
CCChristy M.K. Cheung
Christy M.K. Cheung
MAManju Ahuja
Manju Ahuja
CWChristian Wagner
Christian Wagner
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 and their roles in explaining an individual’s continuance intention to use of a gamified IS. The model is tested using data collected from 178 users of a gamified IS in a global consulting company. The results demonstrate that although FE and AE are complementary forces, AE is more salient than FE for explaining continuance intention. The research proposes AE as a parsimonious yet powerful construct that extends the research on user engagement. The findings contribute to research on gamification by shifting scholarly attention from deep engagement characterized by FE to meaningful engagement characterized by AE.

6 February 2017 in Internet Research
Verified
Journal Article
Closed access
ASAyoung Suh
Ayoung Suh
JLJumin Lee
Jumin Lee
Purpose: 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, which in turn reduces their job satisfaction. The results also indicate that the manner in which technology and job characteristics influence teleworkers’ technostress varies depending on the intensity of teleworking (IOT). Interestingly, this study finds that teleworkers with a low IOT are more vulnerable to technostress than those with a high IOT.Research limitations/implications: By discussing the magnitude of the different factors that determine teleworkers’ technostress and job satisfaction, this study contributes to a more nuanced understanding of teleworkers’ challenges. The study provides insights and prescriptive guidelines that will help managers and companies develop strategies to maximize the benefits of teleworking implementation.Practical implications: This study provides insights and prescriptive guidelines for managers or companies to develop strategies to maximize the benefits of teleworking implementation.Originality/value: This paper is one of the first to develop and empirically test an integrated model of technostress and job characteristics. The paper outlines relevant research avenues for researchers investigating remote work and virtual collaboration.

4 June 2018 in Internet Research
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Journal Article
Closed access
LLLili Liu
Lili Liu
ASAyoung Suh
Ayoung Suh
CWChristian Wagner
Christian Wagner
Purpose: Researchers have called for the synthesis of divergent perspectives and the development of a theoretical model that examines individuals’ donation behavior in charitable crowdfunding. To fill this research gap, the purpose of this paper is to synthesize the literature pertaining to the determinants of donation behavior in charitable crowdfunding. Then, drawing on the stimulus-organism-response framework, the authors develop and test a model that explains individuals’ intention to donate to charitable crowdfunding.Design/methodology/approach: This paper follows a quantitative research approach. An online survey was distributed to collect data from individuals who had experienced charitable crowdfunding. In total, 205 valid responses were received and analyzed.Findings: First, this study finds that individuals’ empathy and the perceived credibility of a charitable crowdfunding project are key determinants for their intention to donate in charitable crowdfunding. Second, the study finds that website quality, transaction convenience, and project content quality influence both empathy and perceived credibility in different ways. Third, it is noteworthy that initiator reputation is positively related to perceived credibility, while project popularity is positively associated with empathy.Originality/value: This research advances the knowledge of individual donation behavior in charitable crowdfunding. The model can help researchers understand individuals’ philanthropic behavior by providing empirical explanations of the interplay between technological and project characteristics, emotional and cognitive states, and individuals’ donation behavior. For practitioners, the research suggests appropriate design, launch, and operation strategies to facilitate individuals’ donation behavior in charitable crowdfunding.

3 October 2016 in Journal of Computer Information Systems
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Journal Article
Closed access
ASAyoung Suh
Ayoung Suh
CWChristian Wagner
Christian Wagner
LLLili Liu
Lili Liu
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 reveal that gamification enhances user engagement through the mediation of psychological needs satisfaction (autonomy, competence, and relatedness) between game dynamics and enjoyment. The results suggest that gamification should go beyond merely providing fun and enjoyment; gamification should also generate diverse game dynamics, such as rewards, competition, altruism, and self-expression in a way that helps people to satisfy their psychological needs. The study contributes to a more nuanced understanding of the success of gamification.

29 September 2022 in Electronic Markets
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Journal Article
Closed access
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MLMengjun Li
Mengjun Li
ASAyoung Suh
Ayoung Suh