Academic profiles

  • Research Gate

  • Google Scholar

  • Videos for games and VR created
  • Selected Journal Papers

    1. 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, 2021, edab014.

    2. 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.

    3. Chen, V.H.H., Wilhelm, C. & Joeckel, S. (2019). Relating video game exposure, sensation seeking, aggression and socioeconomic factors to school performance. Behavior & Information Technology, DOI: 10.1080/0144929X.2019.1634762

    4. Chen, V.H.H. & Ong, J. (2018). The Rationalization Process of Online Game Cheating Behaviors. Information, Communication and Society, 21 (2), 273-287. DOI: 10.1080/1369118X.2016.1271898

    5. 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.

    6. Wu, Y. & Chen, V.H.H. (2013) A Social-Cognitive Approach to Online Game Cheating. Computers in Human Behavior, 29, 2557-2567. DOI: 10.1016/j.chb.2013.06.032.

    7. 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. DOI: 10.1177/1461444813480095.

    8. 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. doi: 10.1111/j.1365-2729.2011.00456.

    9. Chib, A. and Chen, V.H.H. (2011). Midwives with mobiles: A dialectical perspective on gender arising from technology introduction in rural Indonesia. New Media and Society, 13(3), 486-501

    Selected Referred papers in conference proceedings

    1. Foxman, M., Leith, A.P., Beyea, D., Klebig, B., Chen, V.H.H. & Ratan R. (2020, November) 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).

    2. 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.

    3. Tan, R.R.Y., & Chen, V.H.H. (2017, May). Gamification: Influencing Value-Perception of Target Behaviors. In CEUR Workshop Proceedings (GamiFIN, 2017), Pori, Finland.

    4. Chen, V.H.H. (2014, Dec) Facilitating Social Inclusion of Migrant Workers through Digital Game Play. In Proceedings of SIG GlobDev Seventh Annual Workshop, Auckland, New Zealand.

    5. 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. (Acceptance rate: 26%)

    6. S14. 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. (Acceptance rate: 34%)

    7. 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).doi:10.1109/CSE.2009.367. (acceptance rate 9%).

    8. 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.

    9. 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.(Acceptance rate: 23%).

    10. 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, 262 – 267. (Acceptance rate: 25%)

    Keynote Speech

    1. Chen, V.H.H. (2018, November) Impacts of interactive media on social behaviors: Cases of video games. Keynote address presented at the Conference of Confucianism’s International Communication, Shandong University, China

    2. Chen, V.H.H. (2017, November). Factors contributing to impacts of serious games. Keynote address presented at the 1st Digital Games Research Conference, Terah, Iran.

    3. Chen, V.H.H. (2014, September) “Children Outsmart Machines? Design Considerations for Child Computer Interaction”, The 4th Workshop of Child Computer Interaction, Singapore.

    Selected book chapters

    1. Chen, V.H.H., (2017) Video games for social impact. In P. Messaris & L. Humphreys (Eds) Digital Media: Transformations in Human Communication (2nd edition). New York: Peter Lang.

    2. Chen, V.H.H. & Cao, Y.Y. (2015). Intercultural Communication Research in Singapore: Past Trends and Critical Reflection. In F. Jiang (Ed), China Intercultural Communication Annual, 1, Beijing: China Social Sciences Publishing House.

    3. Khoo, A., Chen, V.H.H., & Choo, H. (2015). Effects of digital gaming among children and adolescents in Singapore: A summary of research findings. In T.B. Lin, D.T.V. Chen, C.S. Chai. (Eds). New Media and Learning in the 21st Century-A Socio-Cultural Perspective. Springer.

    4. Chen, V.H.H., Mayra, F., Quandt, T. & Looy J. v. (2013). Multiplayer Gaming around the World. In T. Quandt and S. Kroger. (Eds)., Multiplayer: The Social Aspects of Digital Gaming. Taylor & Francis/Routlege.


    1. Chen, G. M., & Chen, H. (2005). An introduction to human communication (in Chinese). Taipei, Taiwan: Jiuliu.