2020 – 2025 Monash University Malaysia / School of Arts and Social Science / 조교수
2015 – 2020 Nanyang Technological University / Wee Kim Wee School of Communication and Information / Research Fellow
대외활동 및 연구실적
Peer-Reviewed Journal Articles (SSCI only)
1. Chung, M., Seo,Y., Jung, Y., & Lee, D. (2023). Agenda-setting in social TV: How and when user comments influence perceived issue importance. New Media & Society, 25(6), 1394-1411. https://doi.org/10.1177/14614448211020754
2. Seo, Y., Oh, P., & Kil, W. Y. (2022). Into the wolves’ den: An investigation of predictors of sexism in online games. Behaviour & Information Technology, 41(8), 1740-1754. https://doi.org/10.1080/0144929X.2021.1899287
3. 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. https://doi.org/10.1093/iwc/iwz039
4. 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. https://doi.org/10.1080/0144929X.2018.1488993
5. Seo, Y., Kim, M., Jung, Y., & Lee, D. (2017). Avatar face recognition and self-presence. Computers in Human Behavior, 69, 120-127. https://doi.org/10.1016/j.chb.2016.12.020
6. Ahn, D., Seo,Y., Kim, M., Kwon, J. H., Jung, Y., Ahn, J., & Lee, D. (2014). The effects of actual human size display and stereoscopic presentation on users’ sense of being together with and of psychological immersion in a virtual character. Cyberpsychology, Behavior, & Social Networking, 17(7), 483-487. https://doi.org/10.1089/cyber.2013.0455
Book Chapter
7. 이두황·서영남 (2024). 컴퓨터 매개 커뮤니케이션. In 한국언론학회 (Eds.), 커뮤니케이션 과학의 지평 (pp. 461-481). ISBN 9788930041805.
8. 이두황·서영남 (2018). 디지털 미디어 이론. In 한국광고PR학회 (Eds.), 광고PR 커뮤니케이션 효과이론 (pp. 168-192). ISBN 9788946071179.