Byungjoon Yoo
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Byungjoon Yoo has a total of 17 co-authors. Here are the top co-authors by number of shared publications:
- Kyeongmin Yum
College of Business, Seoul National University, Seoul, Republic of Korea
2 shared publications Moonkyoung Jang
Seoul National University
2 shared publications- Seongmin Jeon
Gachon University, Seongnam, Korea
2 shared publications 성민 전
2 shared publications- Eunho Park
College of Business, California State University Long Beach, Long Beach, California 90815
1 shared publication - Gunwoong Lee
Krannert School of Management, Purdue University, West Lafayette, IN 47907-2056, USA
1 shared publication
Latest Publications
- Open Access
- 18 November 2024
- Published by Springer Nature in Humanities and Social Sciences Communications
- Vol. 11 (1) , 1-13
Enhancing online reviews: exploring the impact of characteristic-based review system on customer engagement for offline sellers
- 18 November 2024
- Published by Springer Nature in Humanities and Social Sciences Communications
- Vol. 11 (1) , 1-13
Open AccessEnhancing online reviews: exploring the impact of characteristic-based review system on customer engagement for offline sellers
- Top Cited PapersOpen Access
- 18 July 2023
- Published by MDPI AG in Sustainability
- Vol. 15 (14) , 11214
The Impact of Service Quality on Customer Loyalty through Customer Satisfaction in Mobile Social Media
In today’s emerging and competitive mobile social media market, companies continuously endeavor to improve service quality and customer satisfaction in order to gain a competitive advantage and ensure long-term sustainability. The objective of this study is to identify the relationship between service quality, customer satisfaction, and customer loyalty in mobile social media. Moreover, this study examines the role of customer satisfaction as a mediator. The proposed research model consists of four dimensions of mobile service quality (usefulness, convenience, design, and security/privacy) as well as customer satisfaction and customer loyalty. The survey used the self-administrated method. A total of 256 responses were used in the data analysis. We estimated the hypothesized relationships of the research model using a structural equation modeling technique. The results are as follows: first, usefulness, convenience, design, and security/privacy significantly and positively affect customer satisfaction. Second, customer satisfaction has a significant and positive impact on customer loyalty. Third, customer satisfaction mediates the relationship between service quality and customer loyalty; in particular, convenience, design, and security/privacy are completely mediated while usefulness is partially mediated. These results can serve as a valuable reference for mobile social media providers to manage services and improve service quality and customer satisfaction.
- 18 July 2023
- Published by MDPI AG in Sustainability
- Vol. 15 (14) , 11214
Top Cited PapersOpen AccessThe Impact of Service Quality on Customer Loyalty through Customer Satisfaction in Mobile Social Media
In today’s emerging and competitive mobile social media market, companies continuously endeavor to improve service quality and customer satisfaction in order to gain a competitive advantage and ensure long-term sustainability. The objective of this study is to identify the relationship between service quality, customer satisfaction, and customer loyalty in mobile social media. Moreover, this study examines the role of customer satisfaction as a mediator. The proposed research model consists of four dimensions of mobile service quality (usefulness, convenience, design, and security/privacy) as well as customer satisfaction and customer loyalty. The survey used the self-administrated method. A total of 256 responses were used in the data analysis. We estimated the hypothesized relationships of the research model using a structural equation modeling technique. The results are as follows: first, usefulness, convenience, design, and security/privacy significantly and positively affect customer satisfaction. Second, customer satisfaction has a significant and positive impact on customer loyalty. Third, customer satisfaction mediates the relationship between service quality and customer loyalty; in particular, convenience, design, and security/privacy are completely mediated while usefulness is partially mediated. These results can serve as a valuable reference for mobile social media providers to manage services and improve service quality and customer satisfaction.
- Open Access
- 1 December 2018
- Published by The Korean Society of Business Venturing in Asia-Pacific Journal of Business Venturing and Entrepreneurship
- Vol. 13 (6) , 15-25
A Study on the Effect of Mentoring Skills and Mentoring Functions on Start-up Mentoring Satisfaction: Focused on the Moderating Effects of the Characteristics of Entrepreneurs
- 1 December 2018
- Published by The Korean Society of Business Venturing in Asia-Pacific Journal of Business Venturing and Entrepreneurship
- Vol. 13 (6) , 15-25
Open AccessA Study on the Effect of Mentoring Skills and Mentoring Functions on Start-up Mentoring Satisfaction: Focused on the Moderating Effects of the Characteristics of Entrepreneurs
- 4 September 2018
- Published by Springer Nature
- p. 87-93
Why Do You Need to Buy Virtual Items?: Investigating Factors Influencing Intention to Purchase in Mobile Games
- 4 September 2018
- Published by Springer Nature
- p. 87-93
Why Do You Need to Buy Virtual Items?: Investigating Factors Influencing Intention to Purchase in Mobile Games
- 1 January 2018
- Published by SAGE Publications in Journal of Marketing
- Vol. 82 (1) , 93-114
Social Dollars in Online Communities: The Effect of Product, User, and Network Characteristics
Online 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 a unique large-scale data set from a popular massively multiplayer online role-playing game community—consisting of users’ detailed gaming activities, their social connections, and their in-game purchases of functional and hedonic products—to examine the impact of gamers’ social networks on their purchase behavior. The analysis, based on a double-hurdle model that captures gamers’ decisions of playing and spending levels, reveals evidence of “social dollars,” whereby social interaction between gamers in the community increases their in-game product purchases. Interestingly, the results indicate that social influence varies across different types of products. Specifically, the effect of a focal user's network ties on his or her spending on hedonic products is greater than the effect of network ties on the focal user's spending on functional products. Furthermore, the authors find that user experience negatively moderates social contagion for functional products, whereas it positively moderates contagion for hedonic products. In addition, dense networks enhance contagion over functional product purchases, whereas they mitigate the social influence effect over hedonic product purchases. The authors perform a series of tests and robustness checks to rule out the effect of confounding factors. They supplement their econometric analyses with dynamic matching techniques and estimate average treatment effects. The results of the study have implications for both theory and practice and help provide insights on how managers can monetize social networks and use social information to increase user engagement in online communities.
- 1 January 2018
- Published by SAGE Publications in Journal of Marketing
- Vol. 82 (1) , 93-114
Social Dollars in Online Communities: The Effect of Product, User, and Network Characteristics
Online 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 a unique large-scale data set from a popular massively multiplayer online role-playing game community—consisting of users’ detailed gaming activities, their social connections, and their in-game purchases of functional and hedonic products—to examine the impact of gamers’ social networks on their purchase behavior. The analysis, based on a double-hurdle model that captures gamers’ decisions of playing and spending levels, reveals evidence of “social dollars,” whereby social interaction between gamers in the community increases their in-game product purchases. Interestingly, the results indicate that social influence varies across different types of products. Specifically, the effect of a focal user's network ties on his or her spending on hedonic products is greater than the effect of network ties on the focal user's spending on functional products. Furthermore, the authors find that user experience negatively moderates social contagion for functional products, whereas it positively moderates contagion for hedonic products. In addition, dense networks enhance contagion over functional product purchases, whereas they mitigate the social influence effect over hedonic product purchases. The authors perform a series of tests and robustness checks to rule out the effect of confounding factors. They supplement their econometric analyses with dynamic matching techniques and estimate average treatment effects. The results of the study have implications for both theory and practice and help provide insights on how managers can monetize social networks and use social information to increase user engagement in online communities.
- 31 March 2017
- Published by Korea Society of Management Information Systems in Information Systems Review
- Vol. 19 (1) , 123-145
An Empirical Study on the Effects of Regulation in Online Gaming Industry via Vector Autoregression Model
- 31 March 2017
- Published by Korea Society of Management Information Systems in Information Systems Review
- Vol. 19 (1) , 123-145
An Empirical Study on the Effects of Regulation in Online Gaming Industry via Vector Autoregression Model
- 1 June 2015
- Published by The Institute of Management Research, SNU in Seoul Journal of Business
- Vol. 21 (1) , 87-104
Building a Korean Fashion Platform in Taobao, China’s Biggest Online Commerce: The Case of Fashion e-Commerce Company Accommate
- 1 June 2015
- Published by The Institute of Management Research, SNU in Seoul Journal of Business
- Vol. 21 (1) , 87-104
Building a Korean Fashion Platform in Taobao, China’s Biggest Online Commerce: The Case of Fashion e-Commerce Company Accommate
- 28 February 2011
- Published by Society for e-Business Studies in The Journal of Society for e-Business Studies
- Vol. 16 (1) , 1-15
A Case Study on Mobile Web and Social Network Service in Digital Music Market : The New Management of NeowizBugs
- 28 February 2011
- Published by Society for e-Business Studies in The Journal of Society for e-Business Studies
- Vol. 16 (1) , 1-15
A Case Study on Mobile Web and Social Network Service in Digital Music Market : The New Management of NeowizBugs
- Open Access
- 1 December 2010
- Published by The Korean Society of Business Venturing in Asia-Pacific Journal of Business Venturing and Entrepreneurship
- Vol. 5 (4) , 113-128
GAMEVIL’S GLOBAL STRATEGY : IMPLICATIONS FOR MOBILE GAME INDUSTRY
- 1 December 2010
- Published by The Korean Society of Business Venturing in Asia-Pacific Journal of Business Venturing and Entrepreneurship
- Vol. 5 (4) , 113-128
Open AccessGAMEVIL’S GLOBAL STRATEGY : IMPLICATIONS FOR MOBILE GAME INDUSTRY
- 1 March 2009
- Published by Elsevier in Decision Support Systems
- Vol. 46 (4) , 755-762
Reservation price reporting mechanisms for online negotiations
- 1 March 2009
- Published by Elsevier in Decision Support Systems
- Vol. 46 (4) , 755-762
Reservation price reporting mechanisms for online negotiations