Vivian Hsueh Hua Chen
Biographic Data
| ID | 4616704 |
|---|---|
| NAME | Vivian Hsueh Hua Chen |
| GIVEN NAMES | Vivian Hsueh Hua |
| FAMILY NAME | Chen |
| SIGNATURE | CHEN V H H |
| AFFILIATIONS | Nanyang Technological University |
| ORCID | 0000-0003-3818-4784 |
| VERIFIED | Yes |
| TOTAL WORKS | 12 |
| TOTAL CITATIONS | 27 |
| WORKS AS AUTHOR | 12 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2011 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 3 |
The role of social norms for online prosocial & antisocial behavior among adolescents in Singapore
Although features of social media such as visibility and quantifiability might intensify processes of peer influence, there still is little systematic research on these mechanisms in the online context, especially when it comes to prosocial behavior. This study systematically investigated normative influences on adolescents’ antisocial and prosocial online behavior. We applied an extesnded version of the Theory of Normative Social Behavior to ana…
Intergroup contact in virtual reality
This study employed virtual reality (VR) to examine how avatar embodiment (self vs stranger), virtual human race (ingroup vs outgroup), and contact valence (positive vs negative) influence intergroup attitudes. US participants ( N = 262) assigned to avatars displaying a stranger’s face, rather than their own, showed greater acceptance of outgroup virtual humans. Perceived identifiability mediated the influence of avatar face on self-other overlap…
My avatar makes me feel good? The effect of avatar personalisation and virtual agent interactions on self-esteem
The theory of Objective Self-Awareness (OSA) and related studies suggest that embodiment of personalised avatars may induce self-awareness and influence self-esteem.Additionally, the Computers Are Social Actors (CASA) paradigm suggests that humans may mindlessly respond to computers in ways that are similar to human interactions.Based on those assertions, it is plausible that virtual embodiment of a personalised avatar and interactions with a vir…
Transgressive play or playful transgressions? Dynamic interpretations of toxic behaviour in multiplayer online games
Toxic behaviour in the gaming sphere is variably and inconsistently defined even though it is frequently used in gaming-related literature. It also tends to be used interchangeably with tangential terms (e.g., trolling, griefing) that aren’t conceptually equivalent. Thus, although toxic behaviour has been flagged as a prevalent and problematic issue in online gaming, there remain challenges for effectively assessing its impact on gaming experienc…
Toxic behavior in multiplayer online games
How do social presence and active learning in synchronous and asynchronous online classes relate to students’ perceived course gains
Social media use and anti-immigrant attitudes
Social media has a role to play in shaping the dynamic relations between immigrants and citizens. This study examines the effects of threat perceptions, consumptive and expressive use of social media, and political trust on attitudes against immigrants in Singapore. Study 1, based on a survey analysis (N = 310), suggests that symbolic but not realistic threat perception, is positively associated with anti-immigrant attitudes. The consumptive use …
Xenophobia in the Time of a Pandemic
This study examines the relationship between social media use, disease risk perception, social and political trust, and out-group stereotyping and prejudice during a social upheaval. Analyses of primary data collected during the COVID-19 outbreak in Singapore found that disease risk perception is positively related to stereotyping and prejudice against Chinese immigrants. Individuals who used social media for news were more likely to stereotype a…
Cross‐cultural similarities and differences in the theoretical predictors of cyberbullying perpetration
The Barlett Gentile cyberbullying model (BGCM) posits that correlated anonymity perceptions and the belief in the irrelevance of muscularity for online bullying (BIMOB) predict positive cyberbullying attitudes to predict subsequent cyberbullying perpetration. Much research has shown the BGCM to be the only published theory that differentiates traditional and cyberbullying while validly predicting cyberbullying. So far, however, the cross‐cultural…
The rationalization process of online game cheating behaviors
Online deviant behaviors have been prevalent since the Internet became ubiquitous, but research in this field is relatively scarce. The present study investigates a unique deviant behavior in online video gaming communities – game cheating – to further understand the scope of online deviant social behaviors. This paper aims to uncover how game players actively create and negotiate new meanings of game cheating in online games. Six focus groups we…
Becoming an ideal co-creator
This article focuses on the concept of labor in co-creation, arguing that its definition needs to be expanded to include a process of intensity. Intensity foregrounds the different degrees in which participants involve themselves in a craft, and also the elements of time, effort, and affectivity. Using game modification as a case study, the article analyzes how automated, computerized systems of evaluations, embedded into webpages, can create gro…
Midwives with mobiles
Mobile phones were introduced to rural midwives in tsunami-affected Indonesia, allowing them to contact medical experts and communicate with patients. Ninety-two interviews were conducted with midwives, coordinators, doctors, and village representatives. This study applies a dialectical perspective to supplement the analytical frame of the ICT for healthcare development model (Chib et al., 2008), by addressing the multi-dimensionality of benefits…
Xenophobia in the Time of a Pandemic
This study examines the relationship between social media use, disease risk perception, social and political trust, and out-group stereotyping and prejudice during a social upheaval. Analyses of primary data collected during the COVID-19 outbreak in Singapore found that disease risk perception is positively related to stereotyping and prejudice against Chinese immigrants. Individuals who used social media for news were more likely to stereotype a…
Midwives with mobiles
Mobile phones were introduced to rural midwives in tsunami-affected Indonesia, allowing them to contact medical experts and communicate with patients. Ninety-two interviews were conducted with midwives, coordinators, doctors, and village representatives. This study applies a dialectical perspective to supplement the analytical frame of the ICT for healthcare development model (Chib et al., 2008), by addressing the multi-dimensionality of benefits…
Becoming an ideal co-creator
This article focuses on the concept of labor in co-creation, arguing that its definition needs to be expanded to include a process of intensity. Intensity foregrounds the different degrees in which participants involve themselves in a craft, and also the elements of time, effort, and affectivity. Using game modification as a case study, the article analyzes how automated, computerized systems of evaluations, embedded into webpages, can create gro…
Toxic behavior in multiplayer online games
Cross‐cultural similarities and differences in the theoretical predictors of cyberbullying perpetration
The Barlett Gentile cyberbullying model (BGCM) posits that correlated anonymity perceptions and the belief in the irrelevance of muscularity for online bullying (BIMOB) predict positive cyberbullying attitudes to predict subsequent cyberbullying perpetration. Much research has shown the BGCM to be the only published theory that differentiates traditional and cyberbullying while validly predicting cyberbullying. So far, however, the cross‐cultural…
Midwives with mobiles
Mobile phones were introduced to rural midwives in tsunami-affected Indonesia, allowing them to contact medical experts and communicate with patients. Ninety-two interviews were conducted with midwives, coordinators, doctors, and village representatives. This study applies a dialectical perspective to supplement the analytical frame of the ICT for healthcare development model (Chib et al., 2008), by addressing the multi-dimensionality of benefits…
Becoming an ideal co-creator
This article focuses on the concept of labor in co-creation, arguing that its definition needs to be expanded to include a process of intensity. Intensity foregrounds the different degrees in which participants involve themselves in a craft, and also the elements of time, effort, and affectivity. Using game modification as a case study, the article analyzes how automated, computerized systems of evaluations, embedded into webpages, can create gro…
The rationalization process of online game cheating behaviors
Online deviant behaviors have been prevalent since the Internet became ubiquitous, but research in this field is relatively scarce. The present study investigates a unique deviant behavior in online video gaming communities – game cheating – to further understand the scope of online deviant social behaviors. This paper aims to uncover how game players actively create and negotiate new meanings of game cheating in online games. Six focus groups we…
Social media use and anti-immigrant attitudes
Social media has a role to play in shaping the dynamic relations between immigrants and citizens. This study examines the effects of threat perceptions, consumptive and expressive use of social media, and political trust on attitudes against immigrants in Singapore. Study 1, based on a survey analysis (N = 310), suggests that symbolic but not realistic threat perception, is positively associated with anti-immigrant attitudes. The consumptive use …
Xenophobia in the Time of a Pandemic
This study examines the relationship between social media use, disease risk perception, social and political trust, and out-group stereotyping and prejudice during a social upheaval. Analyses of primary data collected during the COVID-19 outbreak in Singapore found that disease risk perception is positively related to stereotyping and prejudice against Chinese immigrants. Individuals who used social media for news were more likely to stereotype a…
Cross‐cultural similarities and differences in the theoretical predictors of cyberbullying perpetration
The Barlett Gentile cyberbullying model (BGCM) posits that correlated anonymity perceptions and the belief in the irrelevance of muscularity for online bullying (BIMOB) predict positive cyberbullying attitudes to predict subsequent cyberbullying perpetration. Much research has shown the BGCM to be the only published theory that differentiates traditional and cyberbullying while validly predicting cyberbullying. So far, however, the cross‐cultural…
How do social presence and active learning in synchronous and asynchronous online classes relate to students’ perceived course gains
Toxic behavior in multiplayer online games
My avatar makes me feel good? The effect of avatar personalisation and virtual agent interactions on self-esteem
The theory of Objective Self-Awareness (OSA) and related studies suggest that embodiment of personalised avatars may induce self-awareness and influence self-esteem.Additionally, the Computers Are Social Actors (CASA) paradigm suggests that humans may mindlessly respond to computers in ways that are similar to human interactions.Based on those assertions, it is plausible that virtual embodiment of a personalised avatar and interactions with a vir…
Transgressive play or playful transgressions? Dynamic interpretations of toxic behaviour in multiplayer online games
Toxic behaviour in the gaming sphere is variably and inconsistently defined even though it is frequently used in gaming-related literature. It also tends to be used interchangeably with tangential terms (e.g., trolling, griefing) that aren’t conceptually equivalent. Thus, although toxic behaviour has been flagged as a prevalent and problematic issue in online gaming, there remain challenges for effectively assessing its impact on gaming experienc…
The role of social norms for online prosocial & antisocial behavior among adolescents in Singapore
Although features of social media such as visibility and quantifiability might intensify processes of peer influence, there still is little systematic research on these mechanisms in the online context, especially when it comes to prosocial behavior. This study systematically investigated normative influences on adolescents’ antisocial and prosocial online behavior. We applied an extesnded version of the Theory of Normative Social Behavior to ana…
Intergroup contact in virtual reality
This study employed virtual reality (VR) to examine how avatar embodiment (self vs stranger), virtual human race (ingroup vs outgroup), and contact valence (positive vs negative) influence intergroup attitudes. US participants ( N = 262) assigned to avatars displaying a stranger’s face, rather than their own, showed greater acceptance of outgroup virtual humans. Perceived identifiability mediated the influence of avatar face on self-other overlap…
Psychology (9 works) · Computer Science (7 works) · Social Psychology (6 works) · Sociology (6 works) · Impact of Technology on Adolescents (5 works) · Political science (5 works) · Digital Games and Media (4 works) · Perception (4 works) · Bullying, Victimization, and Aggression (3 works) · Social and Intergroup Psychology (3 works)