Research Focus: Communication technology, social
networks, health and wellness
325 Baldy Hall
Buffalo, NY 14260
Phone: (716) 645-1501
Email: hwang23@buffalo.edu
Gotsis, M., Wang, H., Spruijt-Metz, D., Jordan-Marsh, M., & Valente, T. (2013). Wellness Partners: Design and evaluation of a web-based physical activity diary with social gaming features for adults. JMIR Research Protocols, 2(1), e10. Available at http://www.researchprotocols.org/2013/1/e10/
Wang, H. (2013). Co-creating a meaningful, shared learning space: The use of Process Enneagram © in a university classroom. Emergence: Complexity and Organization.
Wang, H., Meng, J., & Dong, F. (2012). Sharing as “frands:” Personified branding strategies on social networks sites in China. First Monday, 17(5). http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/viewArticle/3718/3201
Kim, S., & Wang, H. (2012). From television to the filming set: Korean drama Daejanggeum drives Chinese, Taiwanese, Japanese, and Thai audience to screen-tourism. International Communication Gazette, 74(5), 423-442.
Wang, H., Chung, J. E., Park, N., McLaughlin, M. L.,
& Fulk, J. (2012). Understanding Online Community
Participation: A Technology Acceptance Perspective.
Communication Research, 39(6), 781-801. DOI:
10.1177/0093650211408593
Chung, J. E., Park, N., Wang, H., Fulk, J., & McLaughlin, M. L. (2010). Age differences in perceptions of online community participation among non-users: An extension of the technology acceptance model, Computers in Human Behavior, 26, 1674-1684.
Wang, H., & Wellman, B. (2010). Social connectivity
in America: Change in adult friendship network size from 2002 to
2007. American Behavioral Scientist, 53(8),
1148-1169. [Cited in the Chronicle of Higher Education, Huffington
Post, USA Today, TIME and other popular press]
Ritterfeld, U., Shen, C., Wang, H., Nocera, L.,
&Wong, W. L. (2009). Multimodality and interactivity:
Connecting properties of serious games with educational outcomes.
CyberPsychology & Behavior, 12, 691-697. [Top
paper award, Games Interest Group, International Communication
Association]
Wong, W. L., Shen, C., Nocera, L., Carriazo, E., Tang, F., Bugga, S., Narayanan, H., Wang, H., & Ritterfeld, U. (2007). Serious video game effectiveness. In Proceedings of the International Conference on Advances in Computer Entertainment Technology (pp. 49-55). New York: ACM.
Recent Book Chapters
Wang, H. & Singhal, A. (2013). Digital games: The SECRET of alternative health realities. In D. K. Kim, A. Singhal, & G. L. Kreps (Eds.), Global health communication strategies in the 21 century: Design, implementation, and evaluation. Peter Lang.
Singhal, A., Wang, H., Rogers, E. M. (2013). The rising tide of entertainment-education in communication campaigns. In R. Rice & C. Atkin (Eds.), Public Communication Campaigns (pp. 321-333). Thousand Oaks, CA: Sage.
Wang, H. & Singhal, A. (2009). Entertainment-education through digital games. In Ritterfeld, U., Cody, M. J., & Vorderer, P. (Eds.) Serious games: Mechanisms and effects (pp. 271-292). New York: Routledge.
Wang, H., Shen, C., & Ritterfeld, U. (2009). Enjoyment of digital games: What makes them seriously fun? In Ritterfeld, U., Cody, M. J., & Vorderer, P. (Eds.) Serious games: Mechanisms and effects (pp. 25-47). New York: Routledge.
Shen, C., Wang, H., & Ritterfeld, U. (2009). Serious games and seriously fun games: Can they be one and the same? In Ritterfeld, U., Cody, M. J., & Vorderer, P. (Eds.) Serious games: Mechanisms and effects (pp. 48-62). New York: Routledge.