Mingxuan Liu
Biographic Data
| ID | 3750760 |
|---|---|
| NAME | Mingxuan Liu |
| GIVEN NAMES | Mingxuan |
| FAMILY NAME | Liu |
| SIGNATURE | LIU M |
| AFFILIATIONS | University of Macau |
| ORCID | 0000-0002-3108-314X |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 13 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Stratified regulation
While previous studies examine how biases in training data and models shape LLMs’ values, less attention has been paid to how political orientations vary across different deployment modes. This paper proposes a stratified regulation framework, arguing that the Chinese government balances technological innovation with information regulation. Cloud-based models, accessible to the public, are strictly regulated to ensure ideological security, wherea…
Sticking to Your Guns
While gender and race are known to influence self-presentation in digital environments, how critical socio-political identities such as political ideology, military experience, and national identity shape in-game behaviors remains underexplored. Building upon Social Identity Theory (SIT), this study examines how these identities predict national identification through the selection of country-based vehicle. By integrating unobtrusive behavioral l…
Beyond Exposure
Sympathy for the Devil
Disruptive behaviors in online gaming communities are a growing concern, affecting player experience, retention, and well-being. While previous research has primarily focused on the victims’ experiences, this study examines the psychological mechanisms underlying the attitudinal and behavioral responses to both encountering disruptive behaviors and being flagged for such behaviors, as well as the effects on retention. The study retrieved longitud…
Sensory Tree
Intergroup contact, contact heterogeneity, and cross-group friendship
Video games serve as virtual spaces where members from different social groups encounter each other and interact. This study (N = 3,612) tests intergroup contact theory in the context of a global prosocial mobile game, leveraging unobtrusive in-game behavioral data alongside survey measures. Findings indicate that a higher proportion of interaction with foreign players is related to lower levels of future contact intentions. However, interacting …
Playing Through the Pandemic
Amidst the disruptions of the COVID-19 pandemic, video games were used heavily, presumably to help cope with negative moods and social isolation. This study sought to understand the implications of such play on well-being within a particular sample. Drawing on uses and gratifications and self-determination theories, the study adopted a longitudinal perspective incorporating data from one game, both before and during the pandemic. Data included bo…
With great power comes great accountability
Can players’ network-level parameters predict gaming perpetration, victimization, and their overlap? Extending the Structural Hole Theory and the Shadow of the Future Effect, this study examines the potential advantages and accountability conferred by key network metrics (i.e., ego network size, brokerage, and closure) and their behavioral implications. Using longitudinal co-play network and complaint data from 55,760 players in an online multipl…
Who benefits from directed communication? Communication directionality, network structures, and perceived social capital in an online game
Appetitive Food, Aversive Warning
The efforts to promote healthy eating remain ineffective. The inability of these campaigns to counter the marketing resources of the mainstream fast-food chains is among the primary explanations for such failures. However, from the information processing perspective, the message’s features may also play a significant role. Cue reactivity research has shown the importance of evaluating visual and verbal cues to avoid undesirable addictive behavior…
“I Want to Be Alone, but I Don’t Want to Be Lonely”
Individuals with social anxiety disorder (iSAD) experience adverse outcomes in daily life due to the disorder (e.g., lower educational and work achievement compared to their healthy counterparts). They are prone to social isolation, even though they desire intimate interpersonal relationships. Yet, little research on iSAD is devoted to understanding in detail a) when they interpret social situations as social-anxiety-provoking, b) how this interp…
Connecting in-game performance, need satisfaction, and psychological well-being
The need satisfaction and psychological benefits derived from gameplay are generally understudied for older video game players. This study connects the Self-Determination Theory, Motivational Theory of Life-Span Development, and Socioemotional Selectivity Theory to understand players’ in-game behaviors and their corresponding need satisfaction from a developmental perspective. Survey data from 1213 randomly sampled World of Tanks players were com…
Advantages and challenges in using mobile apps for field experiments
As smartphone’s computing power continues to grow and as mobile applications (apps) continue to dominate digital engagement, apps have become a new frontier for advancing field experiment methodology. Using apps may help researchers to scale up the reach, precisely control randomization and experiment materials, collect a variety of objective and self-reported data over time, and more conveniently replicate and adapt an experiment. We performed a…
With great power comes great accountability
Can players’ network-level parameters predict gaming perpetration, victimization, and their overlap? Extending the Structural Hole Theory and the Shadow of the Future Effect, this study examines the potential advantages and accountability conferred by key network metrics (i.e., ego network size, brokerage, and closure) and their behavioral implications. Using longitudinal co-play network and complaint data from 55,760 players in an online multipl…
Advantages and challenges in using mobile apps for field experiments
As smartphone’s computing power continues to grow and as mobile applications (apps) continue to dominate digital engagement, apps have become a new frontier for advancing field experiment methodology. Using apps may help researchers to scale up the reach, precisely control randomization and experiment materials, collect a variety of objective and self-reported data over time, and more conveniently replicate and adapt an experiment. We performed a…
Connecting in-game performance, need satisfaction, and psychological well-being
The need satisfaction and psychological benefits derived from gameplay are generally understudied for older video game players. This study connects the Self-Determination Theory, Motivational Theory of Life-Span Development, and Socioemotional Selectivity Theory to understand players’ in-game behaviors and their corresponding need satisfaction from a developmental perspective. Survey data from 1213 randomly sampled World of Tanks players were com…
Appetitive Food, Aversive Warning
The efforts to promote healthy eating remain ineffective. The inability of these campaigns to counter the marketing resources of the mainstream fast-food chains is among the primary explanations for such failures. However, from the information processing perspective, the message’s features may also play a significant role. Cue reactivity research has shown the importance of evaluating visual and verbal cues to avoid undesirable addictive behavior…
“I Want to Be Alone, but I Don’t Want to Be Lonely”
Individuals with social anxiety disorder (iSAD) experience adverse outcomes in daily life due to the disorder (e.g., lower educational and work achievement compared to their healthy counterparts). They are prone to social isolation, even though they desire intimate interpersonal relationships. Yet, little research on iSAD is devoted to understanding in detail a) when they interpret social situations as social-anxiety-provoking, b) how this interp…
Who benefits from directed communication? Communication directionality, network structures, and perceived social capital in an online game
Playing Through the Pandemic
Amidst the disruptions of the COVID-19 pandemic, video games were used heavily, presumably to help cope with negative moods and social isolation. This study sought to understand the implications of such play on well-being within a particular sample. Drawing on uses and gratifications and self-determination theories, the study adopted a longitudinal perspective incorporating data from one game, both before and during the pandemic. Data included bo…
With great power comes great accountability
Can players’ network-level parameters predict gaming perpetration, victimization, and their overlap? Extending the Structural Hole Theory and the Shadow of the Future Effect, this study examines the potential advantages and accountability conferred by key network metrics (i.e., ego network size, brokerage, and closure) and their behavioral implications. Using longitudinal co-play network and complaint data from 55,760 players in an online multipl…
Sympathy for the Devil
Disruptive behaviors in online gaming communities are a growing concern, affecting player experience, retention, and well-being. While previous research has primarily focused on the victims’ experiences, this study examines the psychological mechanisms underlying the attitudinal and behavioral responses to both encountering disruptive behaviors and being flagged for such behaviors, as well as the effects on retention. The study retrieved longitud…
Sensory Tree
Intergroup contact, contact heterogeneity, and cross-group friendship
Video games serve as virtual spaces where members from different social groups encounter each other and interact. This study (N = 3,612) tests intergroup contact theory in the context of a global prosocial mobile game, leveraging unobtrusive in-game behavioral data alongside survey measures. Findings indicate that a higher proportion of interaction with foreign players is related to lower levels of future contact intentions. However, interacting …
Stratified regulation
While previous studies examine how biases in training data and models shape LLMs’ values, less attention has been paid to how political orientations vary across different deployment modes. This paper proposes a stratified regulation framework, arguing that the Chinese government balances technological innovation with information regulation. Cloud-based models, accessible to the public, are strictly regulated to ensure ideological security, wherea…
Sticking to Your Guns
While gender and race are known to influence self-presentation in digital environments, how critical socio-political identities such as political ideology, military experience, and national identity shape in-game behaviors remains underexplored. Building upon Social Identity Theory (SIT), this study examines how these identities predict national identification through the selection of country-based vehicle. By integrating unobtrusive behavioral l…
Beyond Exposure
Psychology (7 works) · Social Psychology (6 works) · Sociology (5 works) · Computer Science (4 works) · Digital Games and Media (4 works) · Developmental psychology (3 works) · Social media (3 works) · Computer security (2 works) · Ideology (2 works) · Impact of Technology on Adolescents (2 works)