Papers by Donghee Yvette Wohn

Proceedings of the Annual Symposium on Computer-Human Interaction in Play
As a popular and free-to-play multiplayer online survival game, Fortnite not only offers novel ga... more As a popular and free-to-play multiplayer online survival game, Fortnite not only offers novel game mechanics but also allows players to purchase special in-game items using real money. Based on an online survey of 215 Fortnite players, this paper investigates in-game behaviors that can be used to explain who is more likely to spend money in Fortnite. Specifically, players' motivations to spend real-life money were categorized; how the amount of spending was correlated with different motivations and behavioral factors was also analyzed. In contrast to prior virtual goods literature that associates in-game purchasing with social and task motivations, we found that motivations to make in-game purchases in Fortnite were less about assimilating with others and more about looking visually unique from others. We conclude by discussing how the survival genre of battle royale and other game affordances may explain these findings.
Social network games embedded within social network sites (SNSs) such as Facebook facilitate play... more Social network games embedded within social network sites (SNSs) such as Facebook facilitate play with “Friends” within the SNS. In this study, we look at different dimensions of how game play contributes to relationship initiation and development using qualitative data collected from adult Facebook users (N=18). Our data suggest that interpersonal motivations are a primary driver of initial game play and that while game play doesn’t facilitate direct social interaction, participants perceive indirect interaction and sharing game-based content as useful in maintaining and even enhancing relationships.
Social network sites (SNSs) are bundles of information and communication tools that can be used t... more Social network sites (SNSs) are bundles of information and communication tools that can be used to support collaboration, among other uses. In a qualitative study of adult Facebook users (N=18), we found that some users did turn to the site for information uses that are embedded in social activities, including organizing events, establishing online groups, and seeking information. We also discuss the features of Facebook that respondents discussed as being important to these uses.

Social network sites such as Facebook are often conceived of as purely social spaces; however, as... more Social network sites such as Facebook are often conceived of as purely social spaces; however, as these sites have evolved, so have the ways in which students are using them. In this study, we examine how undergraduate students use the social network site Facebook to engage in classroom-related collaborative activities (e.g., arranging study groups, learning about course processes) to show how Facebook may be used as an informal tool that students use to organize their classroom experiences, and explore the factors that predict type of use. Data from two surveys (N=302, N=214) are used to analyze how Facebook use, social and psychological factors, self-efficacy, and types of instructor-student communication on Facebook are related to positive and negative collaboration among students. We found that predictors of Facebook use for class organizing behaviors include self-efficacy and perceived motivation to communicate with others using the site. When placed in the context of social and psychological factors, Facebook intensity did not predict either positive or negative collaboration, suggesting that how students used the site, rather than how often they used the tool or how important they felt it was, affected their propensity to collaborate.
Social contributors and consequences of habitual and compulsive game play
Proceedings of CHI 2014, 2014
Researchers have found that "social" factors contribute to purchasing intentions of virtual goods... more Researchers have found that "social" factors contribute to purchasing intentions of virtual goods in an online social game, but little is known about actual purchasing behavior. Study 1 examined the relationship between social factors and virtual goods purchasing patterns using large scale data obtained by server logs of an online social game. Exchange of virtual goods and number of friends increased the likelihood of spending real money compared to no spending. Among those who did spend real money, giving virtual goods to others was the strongest factor associated with the amount of spending. Study 2 examined purchasing patterns of players who spent real money: high real-money spenders were buying items for visual customization while low spenders were buying consumable items necessary to sustain playing the game.
Proceedings of iConference, 2014
This paper examines how young adults process information related to privacy, and how that affects... more This paper examines how young adults process information related to privacy, and how that affects their attitude towards behavioral targeted advertising. Differences between computer novices and experts were examined based on the Elaboration Likelihood Model , which argues that people who have the ability to process information do so differently than those who do not have the ability. Consistent with the theory, we found that computer novices were relying on peripheral cues to process information related to security due to their lack of knowledge. We also identified an "uncanny valley" effect where people liked customization of targeted advertisements, but then became uncomfortable if the advertisements seemed to know too much of their past behavior until the suggestions were perfectly aligned with their interests.
Journal of Social and Personal Relationships, Feb 2014
This study investigates the experiences and life aspirations of adolescents based on interview da... more This study investigates the experiences and life aspirations of adolescents based on interview data collected from primarily first-generation high school students in three Midwestern suburban and rural towns (N ¼ 43) using a social capital framework. We explore adolescents' descriptions of experiences that represent new or different careers, cultures, and life paths and how they talk about their future professional and educational aspirations. Our participants were exposed to new possible careers, cultures, and life paths from both online and offline experiences, such as study abroad, online gaming, and some uses of social media. Online networks that primarily reflected offline connections, such as Facebook, were less likely to provide these experiences.
Computers and Education, Oct 2014
Social media platforms such as Facebook enable adolescents to collaborate on academic activities,... more Social media platforms such as Facebook enable adolescents to collaborate on academic activities, but this kind of participation may require a set of higher-order Internet skills. This study explores the factors that predict informal academic collaboration on Facebook, such as seeking help, discussing schoolwork, and finding class-related resources. Based on survey data collected from high school students (N ¼ 690), we found that academic performance, perceived support from 'actual' Facebook friends, higher order Internet skills (especially information seeking skills), and instrumental support from Facebook friends predicted academic collaboration on Facebook. In light of these findings, theoretical and practical implications are discussed.
Computers and Education, Jul 2014
The popularity of social network sites (SNSs) among college students has stimulated scholarship e... more The popularity of social network sites (SNSs) among college students has stimulated scholarship examining the relationship between SNS use and college adjustment. The present research furthers our understanding of SNS use by studying the relationship between loneliness, varied dimensions of Facebook use, and college adjustment among first-year students. We looked at three facets of college adjustment: social adjustment, academic motivation, and perceived academic performance. Compulsive use of Facebook had a stronger association with academic motivation than habitual use of Facebook, but neither were directly correlated with academic performance. Too much time spent on Facebook was weakly but directly associated with poorer perceived academic performance. Loneliness was a stronger indicator of college adjustment than any dimension of Facebook usage.

Entertainment Computing, Aug 2013
"Wohn, D. Y., & Lee, Y-H. (2013). Players of Facebook games and how they play. Entertainment Comp... more "Wohn, D. Y., & Lee, Y-H. (2013). Players of Facebook games and how they play. Entertainment Computing, 4(3), 171-178
This study examined the characteristics of people who play social network games–games that incorporate network data from social network sites. Using the framework of uses and gratifications with social
cognitive theory, we conducted a survey (N= 164) of Facebook game players and identified four motivations and unpacked play into seven different types. We then looked at the relationships between motivations, types of play, and individual characteristics such as gender, age, and cultural differences. We
found that motivations previously identified as being ‘‘social’’ split into two categories: building common
ground with existing acquaintances, and design-driven reciprocal behavior. Building common ground
was associated with stronger use of space customization, spending real money, communicating about
game achievements, and exchanging gifts. However, we found that more people were using the games
as a coping mechanism and to pass time rather than using it for social purposes. Individual differences
are also discussed."

Computers and Education, Apr 2013
Using survey data collected from a sample of high school students in the United States (N = 504),... more Using survey data collected from a sample of high school students in the United States (N = 504), this study examined how different types of social capital associated with parents, close friends, and Facebook Friends were related to students' confidence about their knowledge of the college application process and their expectations about succeeding in college. We found that social media use plays a significant role only for first-generation students – students whose parents did not graduate from college. For first-generation students, finding information about college through social media was associated with higher levels of efficacy about college application procedures. Having access via social media to a broader network of people who could actively answer questions and provide informational support was positively related with first-generation students' expectations about their ability to be successful in college, but was not the case for non first-generations.
Computers in Human Behavior, Jan 1, 2013
Online simulation games provide an opportunity for people to express their personality through th... more Online simulation games provide an opportunity for people to express their personality through the design of their in-game virtual environment in a manner visible to third-party observers. We found that zero-acquaintance observers of these games can identify personality traits by simply looking at screenshots of the created virtual environment, and that the observed personality is closer to the self-reported “real” personality than “ideal” personality of the creator. These results contradict studies on avatar customization and personality, suggesting that spatial customization is more reflective of unintentional behavioral residue than conscious selective self-presentation.
In this paper, we examine how user ratings of content produced for an online community are taken ... more In this paper, we examine how user ratings of content produced for an online community are taken into account by administrators when they decide whether to delete content. Incorporating about 10 years of server data from the online peer-production community Everything2, we looked at how specific features of voting predicted deletion of posts. We found that not all types of voting are the same: negative voting of users was the strongest factor explaining deletion of a Write-up. Receiving a positive vote from a member with higher status decreases the chances of deletion, while receiving a positive vote from a user with neutral status has a very little effect on the deletion of content.
User activities in peer-production communities have mainly been examined under the assumption tha... more User activities in peer-production communities have mainly been examined under the assumption that individuals are rational individuals who are always cognizant of what they are doing and why. We argue that not all use is the same; while some behaviors are governed by conscious motivations, others may be a habitual response that is developed out of routine. We take a more granular approach to explaining what people are doing in online communities and how motivations and habits explain their use of specific features. In the context of the peer-production community Everything2 we employ both server log data and self-report, finding that habit is a non-conscious-driven behavior that is more associated with less cognitively-demanding tasks than content production.
The use of Social Network Sites (SNS) has been associated with both positive and negative effects... more The use of Social Network Sites (SNS) has been associated with both positive and negative effects on adolescents. To
untangle these conflicting findings, the present research investigates relationships among differing indicators of SNS use
and indices of academic, social and psychological adjustment in a population of first year college students in the United
States. Compulsive use rather than heavy, intense, or habitual use was found to account for maladjustment.

Digital games embedded in social network sites are one of the driving forces behind the expansion... more Digital games embedded in social network sites are one of the driving forces behind the expansion of digital gamer populations. Previous studies have observed different usage patterns between users in different ethnic groups and countries, suggesting that culture orientations may affect how people play and interact through social network games. This study examined how people’s culture orientations affect usage patterns with measures of vertical and horizontal individualism–collectivism. The findings indicate that culture does not directly affect usage patterns. Instead, the effects on usage patterns are mediated by people’s expected outcomes of playing social network games. Vertical culture orientations predicted social expected outcomes. Individualism predicted status expected outcomes, but in different directions on the dimensions of vertical or horizontalness. Vertical collectivism was the only culture orientation that indirectly predicted buying in-game products with real money. Implications for game designers and markers are discussed
… of the ACM 2012 conference on …, Jan 1, 2012
In this paper, we examine how specific features of participation and feedback can predict the len... more In this paper, we examine how specific features of participation and feedback can predict the length of membership within a user generated content based online community called 'Everything2'. Examining almost 10 years of server data we found that not all feedback is the same: feedback on the user's initial contribution was the strongest factor explaining membership length. Receiving one negative initial feedback did not significantly affect membership, but sequential negative initial feedback decreased the likelihood of staying longer on the site.
Virtual item purchasing patterns in a social game: differences between high and low spenders
Purchasing virtual goods, or items, is a popular practice in social games. In this study, we exam... more Purchasing virtual goods, or items, is a popular practice in social games. In this study, we examined users' virtual item purchasing patterns by analyzing user behavior and virtual item sales through log data from a popular social game service in South Korea. In a dual-currency system where items could be purchased with either real money (coins) or virtual cash earned through activities (beans), we found that high spenders purchase more items with coins than beans, while low spenders invested more time and labor to purchase with beans rather than coins. Also, high spenders were buying items for decorative purposes while low spenders were buying consumable play-oriented items necessary to sustain playing the game.
… (HICSS), 2011 44th …, Jan 1, 2011
Social network games embedded within social network sites (SNSs) such as Facebook facilitate play... more Social network games embedded within social network sites (SNSs) such as Facebook facilitate play with "Friends" within the SNS. In this study, we look at different dimensions of how game play contributes to relationship initiation and development using qualitative data collected from adult Facebook users (N=18). Our data suggest that interpersonal motivations are a primary driver of initial game play and that while game play doesn't facilitate direct social interaction, participants perceived indirect interaction and sharing game-based content was useful in maintaining and even enhancing relationships.
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Papers by Donghee Yvette Wohn
This study examined the characteristics of people who play social network games–games that incorporate network data from social network sites. Using the framework of uses and gratifications with social
cognitive theory, we conducted a survey (N= 164) of Facebook game players and identified four motivations and unpacked play into seven different types. We then looked at the relationships between motivations, types of play, and individual characteristics such as gender, age, and cultural differences. We
found that motivations previously identified as being ‘‘social’’ split into two categories: building common
ground with existing acquaintances, and design-driven reciprocal behavior. Building common ground
was associated with stronger use of space customization, spending real money, communicating about
game achievements, and exchanging gifts. However, we found that more people were using the games
as a coping mechanism and to pass time rather than using it for social purposes. Individual differences
are also discussed."
untangle these conflicting findings, the present research investigates relationships among differing indicators of SNS use
and indices of academic, social and psychological adjustment in a population of first year college students in the United
States. Compulsive use rather than heavy, intense, or habitual use was found to account for maladjustment.