Research Assistant Professor
Dr. Vincent Wang pursues action-oriented research in the digital era. With a background integrating engineering and social science, his research agenda focuses on Information and Communications Technologies (ICTs), Social Networks, and Human-Computer Interaction, which reflect the interdisciplinary feature of communication research.
Methodologically, his research incorporates various quantitative methods that combines traditional statistical analysis as well as computational methods, including social network analysis, text mining, and machine learning. He received his Ph.D. in Information Studies from the Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore.
Big Data Analytics for Media and Communication
New Media Workshop
Information and Communication Technology
Social Network Analysis
Computational Social Science
- Wang, X., Goh, D. H.-L. (2017). Video games acceptance: A meta-analysis of the extended technology acceptance model. Cyberpsychology, Behavior, and Social Networking, 20, 662-671.
- Wang, X., Goh, D. H.-L., Lim, E.-P., Vu, A. W.-L., & Alton C. Y.-K. (2017). Examining the effectiveness of gamification in human computation. International Journal of Human-Computer Interaction, 33, 813-821.
- Shi J., Wang, X., Peng, T-Q., & Chen, L. (2017). Understanding interactions in virtual HIV communities: A social network analysis approach. AIDS Care, 29, 239-243.
- Wang, X., Shi, J., Peng, T-Q., & Chen, L. (2016). An examination of users’ influence in online HIV/AIDS communities. Cyberpsychology, Behavior, and Social Networking, 19, 314-320.
- Wang, X., Goh, D. H.-L., Lim, E.-P., & Vu, A. W. L. (2016). Understanding the determinants of human computation game acceptance – The effects of aesthetic experience and output quality. Online Information Review, 40, 481-496.
- Wang X., Goh, D. H.-L., Lim, E.-P., & Vu, A. W.-L. (2015). Aesthetic experience and acceptance of human computation games. In: Allen R., Hunter J., Zeng M. (eds). Digital Libraries: Providing Quality Information. Lecture Notes in Computer Science, Vol 9469 (pp 264-273). Springer, Cham. (Proceeding, ICADL 2015).
- Wang, X.(2015). Determinants of human computation game acceptance. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (pp. 423-426). ACM. (Proceeding, CHI PLAY 2015).
- Wang X., Goh, D. H.-L., Lim, E.-P., & Vu, A. W.-L. (2014). Player acceptance of human computation games: An aesthetic perspective. In: Tuamsuk K., Jatowt A., Rasmussen E. (eds). The Emergence of Digital Libraries – Research and Practices. Lecture Notes in Computer Science, Vol 8839 (pp 233-242). Springer, Cham. (Proceeding, ICADL 2014).
- Wang, X. & Peng, T-Q. (2017, June). Why online information goes viral? Role of personal influence, homophily, and network structure. Paper presented at the XXXVII Sunbelt Conference of the International Network for Social Network Analysis (INSNA), Beijing, China.
- Wang, X. & Goh, D. H.-L. (2017, May). Understanding the acceptance of video games: A meta-analytic review. Paper presented at the 67th Annual International Communication Association Conference, San Diego, CA.
- Wang, X. & Goh, D. H.-L. (2015, May). Why do people play human computation games? An aesthetic perspective. Paper presented at the 65th Annual International Communication Association Conference, San Juan, Puerto Rico.
- Shi, J., Wang, X., Peng, T-Q., & Chen, L. (2015, May). An exponential random graph modeling of patient-to-patient interactions on social media. Paper presented at the 65th Annual International Communication Association Conference, San Juan, Puerto Rico.
- Wang, X., Haristya, S., Razikin, K., & Ho, S. S. (2014, August). Role of information processing sources on knowledge of climate change: A Singapore perspective. Paper presented at International Communication Division of Association for Education in Journalism and Mass Communication, Montréal