Grady Research

Research Foci

Advertising Nativeness
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brand attitude
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Casual gaming
casual market
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Communication education
communication practices
communication professionals
conceptual models
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corporate social responsibility
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digital analytics
evolution of journalism
Eye Tracking
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health crises
Health intervention
Health Marketing Initiatives
Health risk tolerance
Hollywood History
Human Communication
identity politics
Industry Commentary
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Millennial communication
misinformation characteristics
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Narrative Storytelling and Critical Studies
Native Advertising
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news media content
personalized advertising
Pilot Grant
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political news
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risk analysis
risk communication
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Self Branding
Social Identity
Social Media
Social media crises
Social Networking applications
Social Science
Sponsored Videos
Sports Communication
Strategic communication
subaltern studies
Symbolic Interactionism
talent management
thematic framing
Video Games
Viral advertising
Viral Video
Virtual environments
Virtual reality

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A framework for understanding misinformation and rumor: Analysis of social media crises and misinformation characteristics Yan Jin

Abstract: In a polarizing media environment increasingly fraught with misinformation, disinformation, contradicting information, and rumor, it is tougher than ever for brands and agencies to correct the record or make their voices heard. While misinformation has been examined more extensively from the perspective of journalism, information technology, and politics (Anderson & Rainie, 2017), there is […]

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Crisis Information Vetting in Social-Mediated Crisis and Risk Communication: A Conceptual Framework Yan Jin and Xuerong Lu

Abstract: The proliferation of news sources and user-generated content, which is flooded by misinformation (Southwell, Thorson, & Sheble, 2018), present an urgent need for research that investigates audiences’ information consumption behavior in current media environment. In the past decade, one of the key tasks for crisis and risk scholars was to study the “social mediated […]

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Health Risk Tolerance as a Key Determinant of (Un)willingness to Behavior Change: Conceptualization and Scale Development Yan Jin and Hyoyeun Jun

Abstract: As Heath and O’Hair (2009) defined, crisis is when risk is manifested. The urgency and uncertainty of crisis can induce more complexity to organizations (Seeger, Sellnow, & Ulmer, 1998). Public health crisis and risk communications are tasked to communicate about risks that can harm public health and persuade the public to adopt healthier and […]

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The role of risk tolerance in the publics’ health risk perception and responses Yen-I Lee and Hyoyeun Jun

Abstract: To better understand how uncertainty influences publics’ risk perception and responses, this study introduced risk tolerance as a new concept to public relations literature and then investigated how publics react to health risks with different temporal distances: climate change and foodborne illness. Through an online survey, this study found out that uncertainty induced by […]

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Interactive virtual reality reduces quadriceps pain intensity during high-intensity interval leg cycling exercise. Sun Joo (Grace) Ahn

Poster presented at the World Congress of Pain of the International Association for the Study of Pain, September 12-16, Boston, MA.

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Getting a Little Too Personal? Positive and Negative Effects of Personalized Advertising on Online Mutitaskers. Hyoyeun Jun, Taeyeon Kim, Jihoon (Jay) Kim & Bartosz Wojdynski

Abstract: A between-subjects experiment tested the effects of medium (location-based) and high (individually tailored) personalized advertising on online news readers, half of whom also paid attention to a podcast while reading. Results showed that the main effect of multitasking was not significant, suggesting that no significant difference in attitude toward the ad emerged between the […]

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Book Chapter: Not So Straight Shooters: Queering the Cyborg Body in Masculinized Gaming Shira Chess

Abstract: This chapter offers a “diffractive” consideration (Barad 2003) of posthumanist and cyberfeminist theory, masculinity studies, and research on gender and gaming, that views digital play between straight white men as a form of homosexual contact via cyborg bodies, one that is mediated by the material and semiotic apparatuses of gaming, but no less real […]

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Book Chapter: Neko Atsume: Affective Play and Mobile Casual Gaming Shira Chess

Abstract: In this article, I consider the role of affect in the popular app game Neko Atsume. Neko Atsume is a “cat collector” game where players leave food and toys out for cats. The game’s success is strongly linked to its ability to deploy a kind of affect on players – it relies entirely on […]

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Book Chapter: Gaming and behavior change Sun Joo (Grace) Ahn

Abstract: This chapter explores how video games interact with individual characteristics to afford unique opportunities for behavior change. It first considers how video games differ from traditional media, and more specifically how they create virtual situations that may be perceived differently from those naturally occurring in reality. In this regard, the concept of situational affordance […]

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