Yaewon Jin is an Assistant Professor in the Department of Content Convergence at Ewha Womans University. Her research lies at the intersection of game studies, esports studies, media and cultural studies, and the philosophy of technology. She approaches games and esports as key sites for understanding post-digital culture, examining how technological systems, cultural practices, industries, and communities are assembled and transformed. Her work appears in Royal Society Open Science, the International Journal of Communication, and Collabra: Psychology, and she has contributed to Global Esports (2021), the Routledge Handbook of Esports (2024), and Cyber Ludens (2024). Her current work moves between two scales: the lived experience of players and fans, and the structures — platforms, industries, and diagnostic categories — that organize it. This spans transnational esports fandom and platformization, the technicity and cultural ontology of esports, and debates over gaming disorder. She employs qualitative, quantitative, and mixed-methods approaches, with particular expertise in phenomenological and in-depth qualitative inquiry. Before entering academia, she accumulated extensive professional experience in the game and esports industries. At NCSOFT she led the game experience analysis team and the platform business team, and at Riot Games Korea she worked as a Global Esports Broadcast Producer, overseeing LCK global production. As a producer for the 2020 League of Legends World Championship broadcast, she received a Sports Emmy Award for Outstanding Esports Coverage. These years in the industry gave her a distinctive vantage point that continues to shape her scholarship. She subsequently held research and teaching positions at the University of Jyväskylä (Finland), the Game-n-Science Institute, and Yonsei University. She currently serves as a Board Member of the Esports Research Network and as a founding Board Member of the DiGRA Korea Chapter, and holds concurrent appointments as a Visiting Scholar at the University of Jyväskylä and a Visiting Researcher at the Game-n-Science Institute.
- yaewon.jin@ewha.ac.kr
- 이화·SK텔레콤관 303호
- 02-3277-6705
- 연구관심분야
- 게임연구, 이스포츠연구, 미디어문화연구, 기술철학, 학제간연구
연구실적
- Confusion in gaming disorder measurement Royal Society Open Science, 2026, v.13 no.1, 251452
- 이커머스 플랫폼 게이미피케이션의 사용자 경험 연구 - 테무 사례를 중심으로 - 한국디자인포럼, 2025, v.30 no.4, 147-158
- [학술지논문] Confusion in gaming disorder measurement ROYAL SOCIETY OPEN SCIENCE, 2026, v.13 no.1, 251452--
- [학술지논문] Investigating the Behavioral Impact of Video Game’s Social Elements on Motivation, Learning, and Student Engagement Annual Review of Cybertherapy and Telemedicine, 2025, v.23 no.-, 83-89
- [학술지논문] Psychological Predictors of Long-term Esports Success: A Registered Report Collabra: Psychology, 2024, v.10 no.1, 117677-117677
- [학술지논문] 해외 이스포츠 연구의 비판적 검토 :2005~2020년 발행된 영문 논문의 메타분석을 중심으로 한국게임학회 논문지, 2024, v.24 no.1, 83-98
- [학술지논문] Transversal Korean Waves: Speculating on the Next Wave With Netflix and Korean Gaming INTERNATIONAL JOURNAL OF COMMUNICATION, 2023, v.17 no.-, 7040-7057
- [저역서] Routledge Handbook of Esports Routledge, 2024, 722
- [저역서] 사이버루덴스: 게임의 미학과 문화 문화과학사, 2024, 263
- [저역서] Global Esports : Transformation of Cultural Perception of Competitive Gaming Bloomsbury, 2021, 336
- [학술발표] Esports as Assemblages of Post-Digital Culture: On Technicity, Affect, and Community Tsukuba Conference 2025: Going into New Frontiers with Society, 일본, 츠쿠바, 2025-10-01 Tsukuba Conference 2025 Online Program, 2025
- [학술발표] Investigating the behavioral impact of video game’s social elements on motivation, learning and student engagement The 28th Annual CyberPsychology, CyberTherapy, and Social Networking Conference, 호주, 2025-07-16 Proceedings of The 28th Annual CyberPsychology, CyberTherapy, and Social Networking Conference, 2025
- [학술발표] Reshaping Esports Fandom : Insights into Platformization from B.Stage and LCK Communities DiGRA 2025, 몰타, 발레타, 2025-07-01 Conference Proceedings of DiGRA 2025: Games at the Crossroads, 2025
- [학술발표] Sharing and Triangulating Sensitive Qualitative Data SIPS 2025, 헝가리, 부다페스트, 2025-06-25 SIPS 2025 Abstract Booklet, 2025
- [학술발표] 이스포츠 중계방송 제작의 필수요소 KeSPA Global Esports Forum 2025, 대한민국, 2025-06-06 KeSPA Global Esports Forum 2025 자료집, 2025
강의
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2026-2학기
-
미디어와문화산업
- 학수번호 37998분반 01
- 3학년 (3학점, 3시간) 화 3~3 (정보508),목 2~2 (정보508)
- 영어강의
-
융합콘텐츠인턴십Ⅲ
- 학수번호 38018분반 01
- 4학년 (3학점
- 추가 개설, 인턴십
-
융합콘텐츠캡스톤디자인Ⅱ 강의 계획서 상세보기
- 학수번호 38023분반 03
- 4학년 (3학점, 3시간) 월 4~5 (정보403)
- 속강
-
AI시대의콘텐츠실험워크샵 강의 계획서 상세보기
- 학수번호 39535분반 01
- 4학년 (3학점, 3시간) 화 5~5 (정보203),목 6~6 (정보203)
-
-
2026-1학기
-
게임스토리텔링
- 학수번호 38002분반 01
- 2학년 (3학점, 3시간) 화 6~7 (캠)
- 영어강의 속강
-
융합콘텐츠인턴십Ⅲ
- 학수번호 38018분반 01
- 4학년 (3학점
- 추가 개설, 인턴십
-
문화연구와미디어기술 강의 계획서 상세보기
- 학수번호 G16711분반 01
- 학년 (3학점, 3시간) 수 5~6 (정보203)
-
-
2025-2학기
-
미디어와문화산업
- 학수번호 37998분반 01
- 3학년 (3학점, 3시간) 월 6~6 (정보508),수 5~5 (정보508)
- 영어강의
-
융합콘텐츠캡스톤디자인Ⅱ 강의 계획서 상세보기
- 학수번호 38023분반 02
- 4학년 (3학점, 3시간) 목 6~7 (정보203)
- 추가 개설, 속강
-
게임학이론 강의 계획서 상세보기
- 학수번호 G10055분반 01
- 학년 (3학점, 3시간) 목 4~5 (정보203)
-
-
2025-1학기
-
게임스토리텔링 강의 계획서 상세보기
- 학수번호 38002분반 01
- 2학년 (3학점, 3시간) 월 6~7 (캠)
- 영어강의
-
게임스토리텔링
- 학수번호 38002분반 02
- 2학년 (3학점, 3시간) 목 6~7 (캠)
- 영어강의 추가 개설, 속강
-
미디어특별연구Ⅰ 강의 계획서 상세보기
- 학수번호 G10063분반 01
- 학년 (3학점, 3시간) 수 4~5 (정보203)
-
학력
연세대학교(서울)문화학 박사(미디어문화연구)(미디어문화연구)
연세대학교(서울)영상학석사(영상커뮤니케이션)(영상커뮤니케이션)
New York UniversityBachelor of Fine Arts(Tisch School of the Arts)
경력
게임과학연구원2022-10-01 ~ 2025-02-28
University of Jyväskylä2022-06-01 ~ 2025-02-28
연세대2023-09-01 ~ 2025-02-28
Riot Games Korea 2019-07-01 ~ 2021-07-25
엔씨소프트2010-10-11 ~ 2015-09-30
Esports Research Network Board Member2022-11-23 ~
교외수상이력
Emmy Award for Outstanding Esports Coverage | Producer, Riot Games, 2020 League of Legends World Finals (The 42nd Annual Sports Emmy Awards | The National Academy of Television Arts & Sciences)2021-06-01



