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Wooyong Jo

Wooyong Jo

Assistant Professor
Marketing

Education

Ph.D., Business (Marketing-Quant), Emory University, 2022
M.S. Business (Marketing-Quant), Yonsei University, 2017
B.A. Applied Statistics, Yonsei University, 2015
B.A. Business, Yonsei University, 2015

Hi there! Welcome to my webpage. I'm Wooyong Jo [pronounced: Woo-yong Jo], an empirical researcher with a passion for modeling consumer behaviors in video games, social media, and various online digital platforms. Basically, I get to call playing video games “research”—and yes, it’s as fun as it sounds! My research has been published in leading marketing journals such as Marketing Science, Journal of Marketing Research, Journal of Consumer Research, Production and Operations Management, and International Journal of Research in Marketing.

For a complete list of my research work, please visit my website, where the list is periodically updated.

Journal Articles

  • Wooyong Jo, Sarang Sunder, Jeonghye Choi, Minakshi Trivedi (2025). "In the Company of Strangers: Social Influence from Anonymous Peers in Online Game Settings." Journal of Consumer Research vol. 52 (3), 502-525. | Related Website |
  • Michael Lowe, Wooyong Jo, Morgan K. Ward, Kathleen D. Vohs (2025). "The Sound of Status: Product Volume as a Status Signal of Dominance or Prestige." Journal of Marketing Research vol. 62 (4), 740-756. | Related Website |
  • Wooyong Jo, Mike Lewis (2024). "Sponsored Product-Based Competition and Customer Engagement: A Study of an Esports Competition in the Video Game Industry." Production and Operations Management vol. 33 (3), 795-816. | Related Website |
  • Wooyong Jo, Sarang Sunder, Jeonghye Choi, Minakshi Trivedi (2020). "Protecting Consumers from Themselves: Assessing Consequences of Usage Restriction Laws on Online Game Usage and Spending." Marketing Science vol. 39 (1), 117-133. | Related Website |

Contact

jo63@purdue.edu
Phone: (765) 496-1941
Office: KRAN 423

Quick links

Personal website

Area(s) of Expertise

Advertising, Artificial Intelligence, Big Data, Data Analytics, Digital Economy, Entertainment, Information Technology, Marketing, Quantitative Analysis