Dr. Vivian Hsueh-Hua Chen

Nanyang Technological University · 31 Nanyang Link · WKWSCI Building · #03-16 · chenhh@ntu.edu.sg

Vivian Hsueh Hua Chen is an associate professor in Wee Kim Wee School of Communication and Information at Nanyang Technological University in Singapore. She holds a Ph.D. in Human Communication from Arizona State University, a M.S. in Speech Communication, a M.A. in English from Syracuse University and a B.A. in Philosophy, with a minor in Journalism from National Chengchi University.

Dr. Chen’s research interests include how technology brings changes in communication behaviors and facilitate both negative and positive individual and social outcomes, as well as the social and psychological impact of interactive digital media, which includes video games, virtual reality, and social media. She investigates the ways in which individuals negotiate their identities and social relationships through interpersonal interaction both in real life and in virtual environments. Dr. Chen has worked on several interdisciplinary projects that looks at specifically the design of interactive digital media, such as serious games, virtual reality and AI for positive social, psychological and learning outcomes.


Research Grants

Selected External Research Funding

  1. S$ 6,086,963. Trust to Train and Train to Trust: Agent Training Programs for Safety-Critical Environments. 2021-2025. Co-Principal Investigator (Co-PI).
  2. USD$ $1,599,851. Virtual Meeting Support for Enhanced Well-Being and Equity for Game Developers. National Science Foundation, USA. 2021-2025. Collaborator.
  3. S$602,856. Mobile Gamification strategies to manage online emergence of nativism, Ministry of Education. 2018-2021. Co-Principal Investigator (Co-PI).
  4. S$460,000. Gamification for well-being and wellness. Multi-platform game innovation centre, National Research Foundation. 2012-2017. Principal Investigator (PI).
  5. S$1,450,000. Singapore youths in cyber world: A 4-year study on cyber wellness. Inter-Ministry Cyber Wellness Steering Committee. 2011-2014. Co-Principal Investigator (Co-PI).
  6. S$1,686,800. Enhancing education in environmental awareness: A game-based approach to ambient learning. R&D Programme on IDM in Education, National Research Foundation, 2008-2011. Principal Investigator (PI).
  7. S$1,705,320. The impact of digital games on adolescents’ social and psychological development. R&D Programme on IDM in Education, National Research Foundation. 2008-2011. Co-Principal Investigator (Co-PI).

Selected Publications

Selected Journal Papers

  1. Chen, V.H.H., Ibasco, G.C., Lew, V.J.X, Lew J.Y.Y. (2021). The Effect of VR Avatar Embodiment on Improving Attitudes and Closeness Toward Immigrants. Frontiers in Psychology, 12, 705574.
  2. Alvarez & Chen, V.H.H. (2021). Community and Capital: Experiences of Women Game Streamers in Southeast Asia. ACM Transactions on Social Computing, 4(3), 12.
  3. Ratan, R., Chen, V.H.H., Grove, F.D., Breuer, J., Quandt, T., Williams, P. (2021) Gender, Gaming Motivations, and Genre: Comparing Singaporean, German, and American video game players. IEEE Transactions on Games. doi: 10.1109/TG.2021.3116077.
  4. Foxman, M., Beyea, D., Leith, A.P., Ratan, R., Chen, V.H.H. & Klebig, B. (2021). Beyond Genre: Classifying Virtual Reality Experiences. IEEE Transactions on Games. doi.org/10.1109/TG.2021.3119521
  5. Chen, V.H.H., Ahmed, S. & Chib, A. (2021) The Role of Social Media Behaviors and Structural Intergroup Relations on Immigrant Stereotypes. International Journal of Communication, 15, 4085-4108.
  6. Chen, V.H.H., Chan S.G.M., & Tan Y.C. (2021) Perspective-Taking in Virtual Reality and Reduction of Biases against Minorities. Multimodal Technologies and Interaction, 5 (8),42.
  7. Ahmed, S., Chen, V.H.H., Chib, A. (2021) Xenophobia in the Time of a Pandemic: Social Media Use, Stereotypes, and Prejudice against Immigrants during the COVID-19 Crisis, International Journal of Public Opinion Research, 33 (3), 637-653.
  8. Ahmed, S., Chen, V.H.H., Jaidka, K., Hooi, R & Chib, A. (2021). Social media use and anti-immigrant attitudes: evidence from a survey and automated linguistic analysis of Facebook posts, Asian Journal of Communication, 31 (4), 276-298.
  9. Ratan, R., Earle, K., Rosenthal, S., Chen, V.H.H., Gambino, A., Goggin, G., Stevens, H., Li, B., & Lee, K. M. (2021). The (digital) medium of mobility is the message: Examining the influence of e-scooter mobile app perceptions on e-scooter use intent. Computers in Human Behavior Reports, 3, 10076.
  10. Yu, V., Alvarez, K.P.B., Chen, V.H.H. (2021). Game streamers’ practices on Twitch and management of self well-being. Journal of Communication Technology, 4(1), 54-77.
  11. Barlett, C.P., Seyfert, L.W., Simmers, M.M., Chen, V.H.H., Cavalcanti, J.G., Krahe, B., Suzuki, K., Wrburton, W.A., Wong, R.Y.M., Pimentel, C.E., Skowronski, M. (2021). An examination into the cross-cultural similarities and differences in the theoretical predictors of cyberbullying perpetration: Results from a seven-country study. Aggressive Behavior, 47, 111-119.
  12. Chen, V.H.H., Wilhelm, C. & Joeckel, S. (2020). Relating video game exposure, sensation seeking, aggression and socioeconomic factors to school performance. Behavior & Information Technology, 39 (9), 957-969.
  13. Wu, Y.H. & Chen, V.H.H. (2018). Understanding online game cheating: Unpacking the ethical dimension. International Journal of Human-Computer Interaction, 34, 1-12.
  14. Chen, V.H.H. & Ong, J. (2018). The rationalization process of online game cheating behaviors. Information, Communication and Society, 21(2), 273-287.
  15. De Grove, F., Breuer, J., Chen, V.H.H, Quandt, T., Ratan, R., & Van Looy, J. (2017). Validating the digital games motivation scale for comparative research between countries and sexes. Communication Research Reports, 34(1), 37-47.
  16. Chen, V.H.H. & Chng , G.S. (2016). Active and restrictive parental mediation over time: Effects on youths’ self-regulatory competencies and impulsivity. Computers & Education, 98, 206-212.
  17. Green, C.S., Eichenbaum, A., Kattner, F., Bradford, D., Gentile, D.A., Choo, H., Chen V.H.H., & Khoo, A. (2015). The role of game genres and the development of internet gaming disorder in school-aged children. Journal of Addictive Behaviors Therapy & Rehabilitation, 4:3.
  18. Goh, W., Bay, S., & Chen, V.H.H. (2015). Young school children's use of digital devices and parental rules. Telematics and Informatics, 32(4), 787-795.
  19. Chen, V.H.H. & Wu, Y. (2015). Group identification as a mediator of the effect of players’ anonymity on cheating in online games. Behavior & Information Technology, 34, 7, 658-667.
  20. Wu, Y. & Chen, V.H.H. (2013). A social-cognitive approach to online game cheating. Computers in Human Behavior, 29, 2557-2567.
  21. Hong, R. & Chen, V.H.H. (2013). Becoming an ideal co-creator: Web materiality and intensive laboring practices in game modding. New Media and Society, 17, 198-214.
  22. Klopfer, E., Sheldon, J., Perry, J., & Chen, V.H.H. (2011). Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example. Journal of Computer Assisted Learning, 28(5), 465-476.
  23. Chu Yew Yee, S. L., Gu, Y. X., Chen, V.H.H. & Duh, H. B. L. (2010). A game design method empowering children and adults. IEEE Learning Technology Newsletter (Special Issue on Game-Based Learning), 12(1).

Selected Refereed Papers in Conference Proceedings

  1. Yu, V., Ibasco, G.C., Chen, B. & Chen, V.H.H. (2022). A moderated mediation analysis of meaningfulness and positive intergroup outcomes through prosocial gameplay. To be appeared in the Proceedings of the 53rd annual international conference of the International Simulation and Gaming Association (ISAGA).
  2. Shaza, M., & Chen, V.H.H. (2022). Dating in Video Games: The Role of Game Features. In Proceedings of the 2022 Digital Game Research Association Conference: Play Everywhere (DiGRA ‘22).
  3. Chen, V.H.H., Koek, W.J.D., Ibasco, G.C., Beatrice, F., Chib, A. (2022). The Effect of Intergroup Contact in Gaming on Improving Empathetic Feelings and Reducing Stereotypes Toward Immigrants. 55th Hawaii International Conference on System Sciences (HICSS ‘22).
  4. Chen, V.H.H., Yu, V., Koek, W.J.D., Ho, J.T.S. (2021). Balancing Fun and Seriousness: Serious Game Design Considerations. In Proceedings of the 2021 Technology, Mind & Society Conference.
  5. Foxman, M., Leith, A.P., Beyea, D., Klebig, B., Chen, V.H.H. & Ratan R. (2020) Virtual Reality Genres: Comparing Preferences in Immersive Experiences and Games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’20).
  6. Chen, V.H.H. & Koek W.J.D. (2020, September). Understanding flow, identification with game characters and players’ attitudes. In Proceedings of the 15th International Conference on the Foundations of Digital Games (FDG ’20), Bugibba, Malta.
  7. Duh, H.B.L., Yee, S. L. C. Y., Gu, Y. X., & Chen, V.H.H. (2010, July). A narrative-driven design approach for casual games with children. In Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, SIGGRAPH '10 International Conference and Exhibition of Computer Graphics and Interactive Techniques, Los Angeles, USA.
  8. Gu, Y. X., Koh, R.K.C, Chen, V.H.H., & Duh, H.B.L. (2010, July). Facilitating learning interests through mobile information visualization. In Proceedings of the 10th IEEE International Conference on Advanced Learning Technologies (ICALT’10), Sousse, Tunisia.
  9. Sheldon, J., Perry, J., Klopfer, E. Ong, J., Chen, V.H.H., Tzuo, P.W. & Rosenheck, L. (2010, June). Weatherlings: A new approach to student learning using web-based mobile games. In Proceedings of the 5th International on Foundation of Digital Games, Los Angeles, USA.
  10. Chen, V.H.H., & Duh, H.B.L. (2009). Investigating user experience of online communities: The influence of community type. In Proceeding of IEEE 12th International Conference on Computational Science and Engineering (CSE’09 & SocialCOM-09) (pp. 509-514).
  11. Chen, V.H.H., Duh, H.B.L, & Hong, R. (2008). The changing dynamic of social interaction in World of Warcraft: The impacts of game feature change. In Proceedings of the 5th International Conference on Advances in Computer Entertainment Technology (pp. 356-359). New York, NY, USA: Association for Computing Machinery.
  12. Duh, H.B.L., Tan, G.C.B., & Chen, V.H.H. (2006). Usability evaluation for mobile device: A comparison of laboratory and field tests. In Proceedings of the 8th ACM International Conference in Human-computer interaction with mobile devices and services (pp. 181-186). New York, NY, USA: Association for Computing Machinery.
  13. Chen, V.H.H, Duh, H.B.L., Phuah, P. S. K., & Lam, D.Z.Y. (2006). Enjoyment or engagement: role of social interaction in playing massively multiplayer online role-playing games (MMORPGS). Lecture Notes in Computer Science, 4161, (pp. 262 – 267).

Teaching

Teaching Experience

Courses Taught at Nanyang Technological University, Singapore
  • A 9101 New Media and Society
  • A 6311 Advanced Communication Research
  • CS 8700 Becoming a Culturally Competent Communicator in a Multicultural World
  • COM 458 Intercultural Communication
  • COM 201 Foundations of Communication Studies (CS 100)
  • COM 208 Fundamentals of Research (CS 105)
  • CS 442 Qualitative Research Method
  • CS 446 Communication Issues in Asia and Singapore
  • CS 224 Interpersonal Communication
  • CS 101 Introduction to Communication Studies
Courses Taught at University of Tasmania
  • KIT 311 Social and Cultural Issues in Interactive Digital Media (for non-major)
Courses Taught at Arizona State University
  • COM 463 Advanced Intercultural Communication
  • COM 394 Communication Technology in Everyday Life (online)
  • COM 312 Conflict and Negotiation
  • COM 263 Intercultural Communication
  • COM 230 Small Group Communication
  • COM 207 Introduction to Communication Inquiry
  • COM 100 Introduction to Human Communication

Supervision

Graduate Student Supervision
Postgraduate Students Trained
  1. Ph.D. Heng Zhang (current) Thesis: TBD
  2. Ph.D. Koek Dominic Wei Jie (current): TBD
  3. Ph.D. Valerie Jingwen Yu (current) Thesis: Toxicity in online gaming communities.
  4. Ph.D. Katrina Paola Banas Alvarez (graduated) Thesis: MMOG Players’ Sense of Place in Virtual Worlds
  5. Dr. Meghdad Mehrabi (graduated) Thesis: Interactive affordances and player experience in massively multiplayer online role-playing games: Exploration of World of Warcraft players' experiences.
  6. M.A. Munifa Shaza (current) Thesis: TBD
  7. M.A. Xuan Wang (current) Thesis: TBD
  8. M.A. Rui Yang Ryan Tan (graduated) Thesis: Game mechanics and game play preferences.
  9. M.A. Jeremy Ong (graduated) Thesis: Exploring the psychosocial mechanisms of player-avatar sociability in video games.
  10. M.A. Renyi Hong (graduated) Thesis: The becoming of ideal audience workers: Game modders and distributive websites.
  11. M.A. Yock Sian Tee (graduated) Thesis: Beyond a costume: Parasocial interaction & identification in cosplaying.
  12. M.A. Siang Ting Terry Wong (graduated) Thesis: How did we think of that? "Input" and "process" in group communication for idea generation.
Postdoctoral Supervision
  1. Yeon Ju Oh, Ph.D. Bowling Green State University
  2. Yuehua Wu, Ph.D. Michigan State University
  3. Angel Leung, Ph.D. Chinese University of Hong Kong
  4. Natalie Lee San Pang, Ph.D. Monash University

Academic Activity

Service To International Community

  • Games and Professional Simulations international advisory board, U.S.A.

Service To Scholarly Journals

Associate Editor
  • 2022-current: Emerging Media
  • 2020-current: Journal of Media Psychology
  • 2010-2012: Computers in Entertainment
  • 2007-2010: Journal of International and Intercultural Communication
Editorial Board Member
  • 2019 Ad-hoc member: Media and Communication
  • 2017-current: Journal of Information Society
  • 2014-2017: International Journal of Child Computer Interaction
  • 2011-2019: Journal of International and Intercultural Communication

Service To International Conferences

  • Division Chair, Game Studies Division, International Communication Association, 2021-current
  • Division Vice chair, Game Studies Division, International Communication Association, 2019-2021
  • Ethics Committee member, Association of Internet Researchers, 2017-current
  • Country representative, IFIP TC13.9 Working Group on Interaction Design and Children, 2015- current
  • Ethics task force member, International Communication Association, 2017-2018
  • Program committee chair, 7th ACM International Conference on Advances in Computer Entertainment Technology (ACM), Taipei, Taiwan, Nov 17-19, 2010
  • Program committee member
    • GamiFIN conference, 2022. Online
    • The American Psychological Association’s conference on Technology, Mind, and Society, 2021
    • GamiFIN conference, 2021. Online
    • GamiFIN conference, 8-10 April, 2019. Levi, Finland
    • GamiFIN conference, 9-10 May, 2017. Pori, Finland
    • Meaningful play, East Lansing, MI, USA, October 21-23, 2010
    • Workshop on digital media and digital content management, Hangzhou, China (IEEE), May 15-16, 2011