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GAVEL Published Papers

2017

Rewards that undermine customer loyalty? A motivational approach to loyalty programs.
Kim, K., & Ahn, S. J. (2017).  Psychology & Marketing, 34(9), 842-852. doi: 10.1002/mar.21026

Immersive virtual environments, avatars, and agents for health 
Ahn, S. J., & Fox, J. (2017). In Parrott, R. (Ed.), Encyclopedia of Health and Risk Message Design and Processing. New York, NY: Oxford University Press

 The role of gamification in enhancing intrinsic motivation to use a loyalty program
Kim, K., & Ahn, S. J. (2017).Paper presented at the American Academy of Advertising Global Conference, July 6-9, Tokyo, Japan

TV advertising engagement as a state of immersion and presence
Kim, J., Ahn, S. J., Reid, L., & Kwon, E. S.* (2017). Journal of Business Research, 76, 67-76. doi: 10.1016/j.jbusres.2017.03.001

Self-endorsing in digital advertisements: Using virtual selves to persuade physical selves
Ahn, S. J., Phua, J. J., & Shan, Y.* (2017). Computers in Human Behavior, 71, 110-121. doi: 10.1016/j.chb.2017.01.045

Virtual exemplars in health promotion campaigns: Heightening perceived risk and involvement to reduce soft drink consumption in young adults
Ahn, S. J. (in press).Journal of Media Psychology. 2016

2016

Persuasive avatars: Extending the self through new media advertising
Ahn, S. J., & Fox, J. (2016). In Brown, R. E., Jones, V. K., & Wang, M. (Eds.), The New Advertising: Branding, Content, and Consumer Relationships in the Data-Driven Social Media Era (Vols. 1-2). Santa Barbara, CA: Praeger

 Explicating the “Like” on Facebook brand pages: The effect of intensity of Facebook use, number of overall “Likes,” and number of friends’ “Likes” on consumers’ brand outcomes
Phua, J., & Ahn, S. J. (2016). Journal of Marketing Communications, 22(5), 544-559. doi: 10.1080/13527266.2014.941000

Experiencing nature: Embodying animals in immersive virtual environments increases inclusion of nature in self and involvement with nature
Ahn, S. J., Bostick, J.*, Ogle, E.*, Nowak, K., McGillicuddy, K.*, & Bailenson, J. N. (2016). Journal of Computer-Mediated Communication, 21(6), 399-419. doi: 10.1111/jcc4.12173

Using virtual pets to increase fruit and vegetable consumption in children: A technology assisted social cognitive theory approach
Ahn, S. J., Johnsen, K., Moore, J., Brown, S., Biersmith, M., & Ball, C.* (2016). Cyberpsychology, Behavior, and Social Networking, 19(2), 86-92. doi: 10.1089/cyber.2015.0224 **Feature Article

Using avatars and agents to promote real world health behavior changes<
Ahn, S. J. (2016)In Combs, C. D., Sokolowski, J. A., & Banks, C. M. (Eds.), The Digital Patient: Advancing Healthcare, Research, and Education (Chapter 12, pp. 167-178). Hoboken, NJ: John Wiley & Sons, Inc.

Native advertising as a new public relations tactic
Sweetser, K., Ahn, S. J., Golan, G., & Hochman, A. (2016).American Behavioral Scientist, 60(12), 1442-1457. doi: 10.1177/0002764216660138

Exploring the relationship between video game play and depression: A population-level analysis of Korean adolescents
Kim, H. S. & Ahn, S. J. (2016). Cyberpsychology, Behavior, & Social Networking, 19(10), 628-634. doi: 10.1089/cyber.2016.0155

2015

Using virtual pets to promote physical activity in children: An application of the youth physical activity promotion model.
Ahn, S. J., Johnsen, K., Robertson, T., Moore, J., Brown, S., Marable, A., & Basu, A.* (2015).Journal of Health Communication, 20(7), 807-815. doi: 10.1080/10810730.2015.1018597 **Featured Article in Health Communication Science Digest, Centers for Disease Control and Prevention

Incorporating immersive virtual environments in health promotion campaigns: A construal-level theory approach.
Ahn, S. J. (2015). Health Communication, 30(6), 545-556. doi: 10.1080/10410236.2013.869650

Avatars versus agents: A meta-analysis quantifying the effect of agency.
Fox, J., Ahn, S. J., Janssen, J., Yeykelis, L., Segovia, K., & Bailenson, J. N. (2015). Human Computer Interaction, 30(5), 401-432. doi: 10.1080/07370024.2014.921494

2014

Don’t hurt my avatar: The use and potential of digital self-representation in risk communication. 
Parks, P.*, Cruz, R.*, & Ahn, S. J. (2014). International Journal of Robots, Education, and Art 4(2), 10-20.

 Recommendations for designing maximally effective and persuasive health agents. 
Fox, J., & Ahn, S. J. (2014). Lecture Notes in Computer Science, 8637, 178-181.

Mixed reality virtual pets to reduce childhood obesity. 
Johnsen, K., Ahn, S. J., Robertson, T., Moore, J., Brown, S., Marable, A., Basu, A.* (2014). IEEE Transactions on Visualization and Computer Graphics, 20(4), 523-530.

Self-endorsed advertisements: When the self persuades the self. 
Ahn, S. J., & Bailenson, J. N. (2014).  Journal of Marketing Theory and Practice, 22(2), 135-136.

Framing virtual experiences: Effects on environmental efficacy and behavior over time. 
Ahn, S. J., Fox, J, Dale, K.R.*, & Avant, J.A. (2014). Communication Research.

Short- and long-term effects of embodied experiences in immersive virtual environments on environmental locus of control and behavior. 
Ahn, S. J., Bailenson, J. N, & Park, D.* (2014). Computers in Human Behavior, 39, 235-245.

Using virtual doppelgängers to increase personal relevance of health risk communication. 
Ahn, S. J., Fox, J., Hahm, J. M.* (2014). Lecture Notes in Computer Science, 8637, 1-12.

2013

The effect of embodied experiences on self-other merging, attitude, and helping behavior. 
Ahn, S. J., Le, A. M. T., & Bailenson, J. N. (2013). Media Psychology, 16(1), 7-38.

2011

Automatically analyzing facial-feature movements to identify human errors. 
Jabon, M., Ahn, S. J., & Bailenson, J. N. (2011). IEEE Journal of Intelligent Systems, 26(2), 54-63.

Self-endorsing versus other-endorsing in virtual environments: The effect on brand attitude and purchase intention. 
Ahn, S. J. & Bailenson, J. N. (2011). Journal of Advertising, 40(2), 93-106.

Avatars
Ahn, S. J., Fox, J., & Bailenson, J. N. (2011). In Bainbridge, W. S. (Ed.), Ahn CV 4 Leadership in Science and Technology: A Reference Handbook (pp. 695-702). Thousand Oaks, CA: SAGE Publications.

2010

Using automated facial expression analysis for emotion and behavior prediction.
Ahn, S. J., Bailenson, J. N., Fox, J., & Jabon, M. (2010). In Doeveling, K., von Scheve, C., & Konjin, E. A. (Eds.), Handbook of Emotions and Mass Media (pp. 349-369). London/New York: Routledge

 

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