Journal of Addictive Behaviors,Therapy & RehabilitationISSN: 2324-9005

Vivian Hsueh Hua Chen

 Nanyang Technological University, Singapore

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Biography

 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

Research Interest

 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.

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