|Vivian Chen is an assistant professor in Wee Kim Wee School of Communication and Information at Nanyang Technological University in Singapore. Her Ph.D. dissertation investigated the construction of Whiteness from an Asian perspective and the intergroup dynamics between White and Taiwanese cultural identities. She holds a M.S. in Speech Communication, a M.A. in English and a B.A. in Philosophy.
Dr. Chen’s research areas include social interaction in virtual communities, impacts of communication technology, intercultural communication, intergroup relations, technology affordance and gamification for social wellbeing.
Dr. Chen has been awarded a total of more than S$5 million of external research funding from organizations such as National Research Foundation, Media Development Authority, Ministry of Education, A*STAR and Inter-Ministry Cyber Wellness Steering Committee in Singapore. Some of Dr. Chen’s research grants include: (1) Gamification for Well-Being and Wellness. (2) The impact of digital games on adolescents’ social and psychological development. (3) Enhancing education in environmental awareness: A game-based approach to ambient learning; (4) Singaporean youths in the cyber world: A study of cyber wellness issues.
With the support of research grants, Dr. Chen has extensive experiences in leading interdisciplinary research teams and working closely with researchers worldwide. Drawing from research expertise from both communication and technology centric perspectives, Dr. Chen’s upcoming research program focuses on integrating communication theories to the design of the technological features and affordances to promote and facilitate positive social-cultural outcomes. At Multi-Plateform Game Innovation Centre, she currently leads a team of programmers, designers, artists, and communication researchers to design games for promoting social and psychological wellness. The most recent project gamifies the process of attitude change towards cultural diversity to facilitate social integration.
•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.
•Jung, B., Chen, V.H.H. (2012, May). A Videogame for Stress Management Effects of physical similarity between the player and game character on learning how to manage stress. In proceeding of 5th Annual international Conference on Computer Games Multimedia & Applied Technology (CGAT 2012).
Dr. Chen has published more than 100 journal papers, conference proceedings, papers and book chapters. Her publications can be found in well-known journals such as Computers in Human Behavior, New Media & Society and highly reputable conference proceedings such as ACM CHI and SIGRAPH. She is an associate editor of ACM Entertainment of Computing and also on the editorial board for the Journal of International and Intercultural Communication and Journal of Child Computer Interaction. She also serves on Games and Professional Simulations (GAPS) international advisory board.
Dr. Chen has won top paper award and outstanding thesis award from National Communication Association. She is a two-time recipient of Research Outcome Award & Recognition (ROAR) from Nanyang Technological University. Dr. Chen was also cited in AcademicKeys’ 2008-2011 Who's Who in the World and 2006 Who’s Who in Humanities Higher Education. She received Master’s Prize and Teaching assistant award from Syracuse University.
At WKWSCI, Dr. Chen has supervised graduate and undergraduate students whose theses were published in journals and conferences. She teaches courses on Intercultural Communication, Foundations of Communication Studies, Foundations of Research and Advanced Communication Research.
|Dr. Chen’s research interests include the interplay between culture and communication, how technology brings changes in communication behaviors, the social impact of digital media and intergroup relations. Particularly, she investigates the ways in which individuals negotiate their identities and social relationships through interpersonal interaction cross cultural boundaries both in real life and virtual communities.
•Chen, V.H.H. (2014, Dec). Online Participation and Public discourse: A case study in Singapore. In Proceedings of Conference for E-Democracy and Open Government, Asia 2014, Hong Kong.
•Chai, S. L., Chen, V.H.H. & Khoo, A.C.E. (2011, May) Social Relationships of Gamers and their Parents. Paper to be appeared in proceeding of 2nd World Conference on Psychology, Counseling and Guidance, Antalya, Turkey.
•Sri, R. M.H., & Chen, V. H.H. (2010, June). Identity Negotiation of the Black African Diaspora through Discourse with Singaporeans. In proceedings of International Conference on Humanities and Social Sciences, Paris, France. (Student class paper)
Special attention has also been paid to the impact of new media on minority groups such as school children, migrants, women and older adults.
•Chen, V.H.H. & Chng, S.E.G. (2015 May). Parental Monitoring and Youths’ Online Risky Behaviors: Cross-sectional and Longitudinal Effects. Paper to be presented at the annual conference of the International Communication Association, San Juan, Puerto Rico. (Project PI)
•Tzuo, P.W., Chen, D., & Chen, V. H.H. (2013). A Student-Centered Method of Incorporating Computer Games into School: A Study in Singapore. The Asia-Pacific Education Researcher. (Project PI)
•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.
To enhance understanding of the ways new media technology and human communication interrelate, Dr. Chen has worked on several interdisciplinary projects that investigate specifically video game design for educational and social purposes.
•Tzuo, P.W., Ong, J. I. P., Yang, C. H., & Chen, V. H.H. (2012). Reconceptualizing pedagogical usability of and teachers’ roles in computer game-based learning in school. Educational Research and Reviews, 7(20), 419-429. (Project PI)
•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. doi: 10.1111/j.1365-2729.2011.00456.x (Project PI)
•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). (Project PI)
•Mehrabi, M. & Chen, V.H.H. (2010, November) Interactivity in Massively Multiplayer Online Games: A Concept Explication. In proceeding of 7th ACM International Conference on Advances in Computer Entertainment Technology, Taipei, Taiwan.
•Duh, H.B.L., Chu Yew Yee, S. L., Gu, Y. X., Chen, V.H.H. (2010, July) A Narrative-Driven Design Approach for Casual Games with Children. In the Proceedings of the 37th International Conference and Exhibition of Computer Graphics and Interactive Techniques, Los Angeles, USA. (Project PI)
The most recent project gamifies the process of attitude change towards cultural diversity to facilitate social integration. Future projects will focus on utilizing game mechanisms to promote empathy and social inclusion towards marginalized groups and achieve positive intergroup relations.
- Wendy W.L Goh, Susanna Bay, Vivian Hsueh-Hua Chen. (2015). Young school children’s use of digital devices and parental rules. Telematics and Informatics, 32(4), 787-795.
- Hong, R. & Chen Hsueh-hua Vivian. (2013). Becoming an Ideal Co-creator: Web Materiality and Intensive Laboring Practices in Game Modding. New Media & Society, 17, 198-214.
- Y. Wu, & Chen Hsueh-hua Vivian. (2013). A social-cognitive approach to online game cheating. Computers in Human Behavior, 29(6), 2557-2567.
- Chen Hsueh-hua Vivian & Y. Wu. (2013). Group identification as a mediator of the effect of players’ anonymity on cheating in online games. Behaviour and Information Technology, 34(7), 1-10.
- Klopfer, E., Sheldon, J., Perry, J. & Chen Hsueh-hua Vivian. (2012). Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example. Journal of Computer Assisted Learning, 28(5), 465-476.