Peng 1

Wei Peng

429 Comm Arts Building

Dept. of Telecommunication, Information Studies, and Media

MichiganStateUniversity

East Lansing, MI48824-1212

Phone: 517-432-8235

Fax: 517-355-1292

Email:

Last updated: 09/09/2012

EDUCATION

Ph.D. Annenberg School for Communication,

University of Southern California, 2006

M.A. Annenberg School for Communication,

University of Southern California, 2004

B.A. Tsinghua University, P. R. China, 2001

UNIVERSITY APPOINTMENTS

2006-
Present / Assistant Professor, Department of Telecommunication, Information Studies and Media, MichiganStateUniversity
2006 / Instructor, AnnenbergSchool for Communication, University of Southern California
2004-
2005 / Research Assistant, Annenberg Studies on Computer Games (ASC Games), University of Southern California
2002-
2004 / Teaching Assistant, AnnenbergSchool for Communication, University of Southern California
2001-
2005 / Research Assistant, Integrated MediaSystemCenter, University of Southern California

AWARDS AND HONORS

  1. Top 4 Papers Award, Game Studies SIG, Annual Conference of the International Communication Association (ICA), Phoenix, AZ, 2012.
  2. Michigan Children’s Trust & MSU Children’s Central Innovation Award, 2009.
  3. Top 3 Papers Award, Games Studies SIG, Annual Conference of the International Communication Association (ICA), Montreal, Canada, 2008
  4. Top 3 Papers Award, Human Communication and Technology Division, Annual Conference of the National Communication Association (NCA), Chicago, 2007
  5. Recipient of Communications Critical Pathways Dissertation Fellowship, 2005-2006
  6. Top Student Paper Award, Instructional and Developmental Communication Division, Annual Conference of the International Communication Association (ICA), New Orleans, 2004

PEER-REVIEWED JOURNAL ARTICLES

  1. Lee, M., Kim, M., & Peng, W. (in press). Consumer reviews: Reviewer avatar facial expression and review valence. Internet Research.
  2. Peng, W., Crouse, J., & Lin, J-H. (2012). Using active video games for physical activity promotion: A systematic review of the current state of research. Heath Education & Behavior. Published online on July 6, 2012. DOI: 10.1177/1090198112444956
  3. Peng, W., & Hsieh, G. (2012). The influence of competition, cooperation, and player relationship in a motor performance centered computer game. Computers in Human Behavior, 28, 2100-2106.
  4. Peng, W.,Lin, J-H., Pfeiffer, K. A., & Winn, B. (2012). Need satisfaction supportive game features as motivational determinants: An experimental study of aself-determination theory guided exergame. Media Psychology, 15(2), 175-196.
  5. Lin, J-H., Peng, W., Kim, M., Kim, S., & LaRose, R. (2012). Social networking and adjustments among international students. New Media & Society, 14(3), 421-440.
  6. Hou, J., Nam, Y., Peng, W., & Lee, K. M. (2012). Effects of screen size, viewing angle, and players' immersion tendencies on game experience. Computers in Human Behavior, 28(2), 617-623.
  7. Peng, W., Lin, J-H., & Crouse, J. (2011). Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games. CyberPsychology, Behavior, and Social Networking, 14, 681-688.
  8. LaPlante, C., & Peng, W. (2011). A systematic review of eHealth interventions for physical activity: An analysis of study design, intervention characteristics, and outcomes. Telemedicine and e-Health, 17, 509-523.
  9. Song, H., Peng, W. & Lee, K. (2011). Promoting exercise self-efficacy with an exergame. Journal of Health Communication, 16, 148-162.
  10. Peng, W., & Tang, L. (2010). Health content in Chinese newspapers. Journal of Health Communication, 15, 695-711.
  11. Peng, W., Lee, M., & Heeter, C. (2010). The effects of a serious game on role-taking and willingness to help. Journal of Communication, 60, 723-742.
  12. Peng, W. & Liu, M. (2010). Online gaming dependency: A preliminary study in China. CyberPsychology, Behavior, and Social Networking, 13, 329-333.
  13. Lee, K. M., Peng, W., & Klein, J. (2010). Will the experience of playing a violent role in a video game influence people's judgments of violent crimes? Computers in Human Behavior, 26, 1019-1023.
  14. Jung, Y., Peng, W., Moran, M., Jin, S., Jordan-Marsh, M., McLaughlin, M. L., Albright, J., Cody, M., & Silverstein, M. (2010). Low-income minority seniors’ enrollment in a cyber café: Psychological barriers to crossing the digital divide. Educational Gerontology, 36, 193-212.
  15. Kim, J., LaRose, R., & Peng, W. (2009). Loneliness as the cause and the effect of problematic Internet use: The relationship between Internet use and psychological well-being. CyberPsychology, Behavior, and Social Networking, 12, 451-455.

Note: most recently read articles

  1. Liu, M., & Peng, W. (2009). Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (Massively Multiplayer Online Games). Computers in Human Behavior, 25, 1306-1311.
  2. Peng, W. (2009). Design and evaluation of a computer game to promote a healthy diet for young adults. Health Communication, 24,115-127.
  3. Peng, W. (2008). The mediational role of identification in the relationship between experience mode and self-efficacy: Enactive role-playing versus passive observation. CyberPsychology, Behavior, and Social Networking, 11, 649-652.
  4. Peng, W., Liu, M., & Mou, Y. (2008). Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game playing experience. CyberPsychology, Behavior, and Social Networking, 11, 157-161.
  5. Lee, K. M., Peng, W., Jin, S, & Yan, C. (2006). Can Robots Manifest Personality?: An Empirical Test of Personality Recognition, Social Responses, and Social Presence in Human-Robot Interaction. Journal of Communication,56, 754-772.
  6. Lee, K. M., & Peng, W. (2004). Effects of playing computer/video games. Journal ofMedia Economics & Culture, 2, 7-52 (Published in Korea).

PEER-REVIEWED CONFERENCE PROCEEDINGS

  1. Winn, B., Peng, W., & Pfeiffer, K. A. (2011). Player guiding in an active video game. Proceedings of IEEE 2011 International Games Innovation Conference (pp. 107-108). City of Orange, CA.
  2. Peng, W. Winn, B., Pfeiffer, K., Crouse, J., & Lin, J-H. (2010, October). Developing a video game to increase intrinsic motivation to exercise. Proceeding of the Meaningful Play 2010 Conference. East Lansing, MI.
  3. Peng, W., & Li. G. (2009). Violence in video games: African American parents’ and adolescents’ perspectives. Proceedings of the Consumer Culture & the Ethical Treatment of Children Conference. East Lansing, MI.
  4. McLaughlin, M., Zimmermann, R., Liu, L. S., Jung, Y., Peng, W., Jin, S. A., Stewart, J., Yeh, S., Zhu, W., & Seo, B. (2006). Integrated Voice and Haptic Support for Tele-Rehabilitation. Proceedings of the Fourth Annual IEEE international Conference on Pervasive Computing and Communications Workshops. IEEE Computer Society, Washington, DC, 590.
  5. McLaughlin, M. L., Rizzo, A., Jung, Y., Peng, W., Yeh, S-C., & Zhu, W. (2005, July). Haptics-enhanced virtual environments for stroke rehabilitation. Proceeding of IPSI 2005, Cambridge, MA.
  6. Rizzo, A., McLaughlin, M., Jung, Y., Peng, W., Yeh, S., & Zhu, W. (2005, June).Virtual therapeutic environments with haptics: An interdisciplinary approach for developing post-stroke rehabilitation.Proceeding of 2005 International Conference on Computers for People with Special Needs, Las Vegas, NV.
  7. Yeh, S., Rizzo, A., Zhu, W., Stewart, J., McLaughlin, M., Cohen, I., Jung, Y., & Peng, W. (2005). An integrated system: virtual reality, haptics and modern sensing technique (VHS) for post-stroke rehabilitation. Proceedings of the ACM Symposium on Virtual Reality Software and Technology, ACM Press, New York, NY, 59-62.
  8. McLaughlin, M., Sukhatme, G., Peng, W., Zhu, W., & Parks, J. (2003). Performance and Co-Presence in Heterogeneous Haptic Collaboration. Proceedings of the 11th Symposium on Haptic interfaces For Virtual Environment and Teleoperator Systems (Haptics'03). IEEE Computer Society, Washington, DC, 285.

BOOK CHAPTERS

  1. LaRose, R., Kim, J., & Peng, W. (2010). Social networking: Addictive, compulsive, problematic, or just another media habit? In Z. Papacharissi (Ed.), A networked self: Identity, community, and culture on social network sites (pp. 59-81). New York: Routledge, Taylor and Francis.
  2. Lee, K., Peng, W., & Park, N. (2009). Effects of Computer/Video Games, and Beyond. In J. Bryant, & M. B. Oliver (Eds.), Media Effects: Advances in Theory and Research (pp. 551-566). New York:Routledge.
  3. McLaughlin, M., Jung, Y., Peng, W., Jin, S., & Zhu, W. (2008). Touch in computer-mediated communication. In E. A. Konijn, S. Utz, M. A. Tanis, & S. B. Barnes (Eds.), Mediated Interpersonal Communication (pp. 158-176). New York:Routledge.
  4. Mou, Y., & Peng, W. (2008). Gender and racial stereotypes in popular video games. In R. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 922-937). Hershey, PA: IGI Global.
  5. Peng, W., & Liu, M. (2008). An Overview of Using Electronic Games for Health Purposes. In R. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 388-401). Hershey, PA: IGI Global.
  6. Lee, K. M., & Peng, W. (2006).What do we know about social and psychological effects of computer games? A comprehensive review of the current literature. In Vorderer, P. & Bryant, J. (Eds.), Playing computer games: Motives, responses, and consequences (pp. 325-345). Mahwah, NJ: Lawrence Erlbaum Associates.

PEER-REVIEWED CONFERENCE PAPERS

  1. Peng, W., Pfeiffer, K. A., & Winn, B. (2012, October). Will violent content in an active video game make you move more vigorously? Paper to be presented at the Meaningful Play 2012 Conference, East Lansing, MI.
  2. Peng, W., Crouse, J. (2012, August). Making a Kinection: Competitive and collaborative multiplayer gameplay in exergames. Paper presented at the Annual Conference of the Association for Education in Journalism and Mass Communication, Chicago, IL.
  3. Peng, W., Lin, J-H., & Kim, G. (2012, May). The contribution of graphic and enactive realism to video game enjoyment and effort. Paper to be presented at the Annual Conference of the International Communication Association, Phoenix, AZ.
  4. Peng, W., Lin, J-H., Pfeiffer, K. A., & Winn, B. (2012, May). Need satisfaction supportive game features as motivational determinants: An experimental study of a self-determination theory guided exergame. Paper to be presented at the Annual Conference of the International Communication Association, Phoenix, AZ.

Note: Top Papers Award in the Game Studies SIG.

  1. Peng, W., & Hsieh, G. (2012, May). The influence of competition, cooperation, and player relationship on performance, motivation, and goal commitment in game play. Paper to be presented at the Annual Conference of the International Communication Association, Phoenix, AZ.
  2. Crouse, J.,Peng, W. (2012, May). The effects of competition and relationships on hostility and prosocial behaviors in video game play. Paper to be presented at the Annual Conference of the International Communication Association, Phoenix, AZ.
  3. Peng, W., Lin, J-H., & Crouse, J. (2011, May). Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games. Paper presented at the Annual Conference of the International Communication Association, Boston, MA.
  4. Kim, G., Peng, W., & Biocca, F. (2011, May). The effect of controller type in a violent game: Presence, arousal, and state hostility. Paper presented at the Annual Conference of the International Communication Association, Boston, MA.
  5. Peng, W., Lin, J-H., & Kim, G. (2010, November). Does losing a game exacerbate the effects of violent video game? The relationship between outcome of competition, frustration, and aggression. Paper presented at the Annual Conference of the National Communication Association, San Francisco, CA.
  6. Lin, J-H., & Peng, W. (2010, June). An advertising literacy workshop to enhance young adolescents’ understanding of traditional and emerging advertising of food. Paper presented at the Annual Conference of the International Communication Association, Singapore.
  7. Lin, J-H., Peng, W., Kim, M., Kim, S., & LaRose, R. (2010, June). Social networking and adjustment to cultural change. Paper presented at the Annual Conference of the International Communication Association, Singapore.
  8. Peng, W., Tang, L., & Zhuang, J. (2009, November). Health content in Chinese newspapers: A theoretically-based content analysis. Paper presented at the Annual Conference of the National Communication Association, Chicago, IL.
  9. Peng, W., Lin, J-H. (2009, November). African American parents’ and adolescents’ understanding of advergames and general advertising literacy. Paper presented at the Consumer Culture & the Ethical Treatment of Children Conference. East Lansing, MI.
  10. Song, H., Peng, W., & Lee, K. M. (2009, May). Promoting exercise self-efficacy with an exergame: The effect of seeing oneself onscreen among individuals with high vs. low body image dissatisfaction. Paper presented at the Annual Conference of the International Communication Association, Chicago, IL.
  11. Kim, J., LaRose, R., Peng, W. (2009, May). Loneliness as the cause and the effect of problematic Internet use: The relationship between Internet use and psychological well-being. Paper presented at the Annual Conference of the International Communication Association, Chicago, IL.
  12. LaRose, R., Kim, J., & Peng, W. (2008, November). The Problem of Problematic Internet Use: Disease, Dangerous Habit, or Just One of Our Favorites? Paper presented at the Annual Conference of the National Communication Association, San Diego, CA.
  13. Song, H., Peng, W., & Lee, K. (2008, October). I like to see myself on screen: Effects of seeing oneself on screen and body image dissatisfaction on exercise experiences in playing an exercise video game. Paper presented at the Meaningful Play 2008 Conference, East Lansing, MI.
  14. Lee, M., Kim, M., & Peng, W. (2008, August). The Role of a Reviewer’s Avatar on Consumers’ Processing of Online Product Reviews. Paper presented at the Annual Conference of the Association for Education in Journalism and Mass Communication, Chicago, IL.
  15. Peng, W. (2008, May). Mediated enactive experience: A socio cognitive approach to analyze the effects of playing serious games. Paper presented at the Annual Conference of the International Communication Association, Montreal, Canada.
  16. Peng, W., Lee, M., Heeter, C. (2008, May). Playing a Flash-based social activism game: Role-taking and empathic reactions. Paper presented at the Annual Conference of the International Communication Association, Montreal, Canada.
  17. Liu, M., Peng, W. (2008, May). A cognitive model for understanding online gaming addiction: A preliminary test in China.Paper presented at the Annual Conference of the International Communication Association, Montreal, Canada.

Note: Top Papers Award in the Game Studies SIG.

  1. Peng, W. (2007, November). Is computer game an effective channel for health promotion? Design and evaluation of the RightWay Café game to promote a healthy diet for young adults.Paper presented at the Annual Conference of the National Communication Association, Chicago, IL.
  2. Peng, W., Liu, M., & Mou, Y. (2007, November).Do aggressive people play computer game in a more aggressive way? Individual difference and the distinctive experience of violent game playing.Paper presented at the Annual Conference of the National Communication Association, Chicago, IL.

Note: Top Papers Award in the Human Communication and Technology division

  1. Peng, W, Klein, J., & Lee, K. M. (2006, June). Will role playing video game influence how you judge? Favoritism towards similar roles and social judgments towards criminality. Paper presented at the Annual Conference of the International Communication Association, Dresden, Germany.
  2. Jordan-Marsh, M., Chi, I, Howell, S., McLaughlin, M., Moran, M., Jung, Y., Peng, W., Jin, S., & Zhu, W. (November, 2005). Challenges of Building Health Literacy for American Older Adults in Asian Languages. Paper presented at the Annual Conference of the National Communication Association, Boston, MA.
  3. Peng, W. (2005, November). Playing Computer and Video Games: Entertainment, Education, and Beyond.Paper presented at the Annual Conference of the National Communication Association, Boston, MA.

Note: Top Student Paper Award in the Instructional and Developmental Communication division

  1. Peng, W., Jung, Y., Moran, M., Jin, S., Jordan-Marsh, M., McLaughlin, M. L. (2005, November). Seniors’ Enrollment in a Cyber Café: Internet Training and Ethnic Differences. Paper presented at the Annual Conference of the National Communication Association, Boston, MA.
  2. Peng, W. (2005, May). Theoretical guidance for using computer and video games for health intervention. Paper presented at the Annual Conference of the International Communication Association, New York, NY.
  3. Peng, W. (2004, November). China’s television policies in the globalization context, 1980-2002. Paper presented at the Annual Conference of the National Communication Association, Chicago, IL.
  4. Peng, W. (2004, May). Is playing games all bad? Positive effects of computer and video games in learning.Paper presented at the Annual Conference of the International Communication Association, New Orleans, LA.
  5. Peng, W., & Lee, K. M. (2004, May). What do we know about computer and video games? A comprehensive review of the current literature. Paper presented at the Annual Conference of the International Communication Association, New Orleans, LA.
  6. Yan, C., Peng, W., Lee, K. M., & Jin, S. (2004, May). Can robots have personality? An empirical study of personality manifestation, social responses, and social presence in human-robot interaction. Paper presented at the Annual Conference of the International Communication Association, New Orleans, LA.
  7. Lee, K. M. & Peng, W. (2003, October). Effects of screen size on physical presence, self presence, mood, and attitude toward virtual characters in computer/video game playing. Paper presented at the 6th Annual International Workshop on Presence, Aalborg, Denmark.
  8. Lazzari, M., Francois, A., McLaughlin, M. L., Jaskowiak, J., Kang, E. E., Peng, W., & Zhu, W. (2003, July). Using haptics and a "virtual mirror" to exhibit museum objects with reflective surfaces. Paper presented at the 11th International Conference on Advanced Robotics, Coimbra, Portugal.
  9. Peng, W. (2003, June). A textual analysis of the news framing of the April 1st military airplane collision by People’s Daily and the New York Times. Paper accepted by the 2nd Hawaii International Conference on Social Sciences, Honolulu, HI.
  10. Peng, W. (2003, June). Multi-level analysis of identification in joint ventures. Paper accepted by the 2nd Hawaii International Conference on Social Sciences, Honolulu, HI.
  11. Huang, H., Li, H., & Peng, W. (2003, May). Toward an integrated model of postmerger organizational identification. Paper presented at the Annual Conference of the International Communication Association, San Diego, CA.
  12. McLaughlin, M. L., Sukhatme, G., Peng, W., Zhu, W., & Parks, J. (2003, May). Mutual touch in a collaborative networked virtual environment. Paper presented at the Annual Conference of the International Communication Association, San Diego, CA.
  13. McLaughlin, M. L., Sukhatme, G., Peng, W., Zhu, W., & Parks, J. (2002, October). An experimental study of performance and presence in heterogeneous haptic collaboration: some preliminary findings. Paper presented at the 7th PHANToM User Group, Santa Fe, NM.

PEER-REVIEWED CONFERENCE PRESENTATIONS (ABSTRACTS OR POSTERS SUBMITTED)

  1. Peng, W., Pfeiffer, K. A., & Winn, B. (2012, June). An active video game intervention to increase physical activity. The 8th Annual Games for Health Conference, Boston, MA.
  2. Peng, W. (2012, May). Panelist. It’s More Than Just a Game: Best Practices in Video Game Research Design and Methodology. Annual Conference of the International Communication Association, Phoenix, AZ.
  3. Smith, A., Pfeiffer, K. A., Suton, D., Peng, W., Winn, B., & Lin, J-H. (2011, October). Contribution of an active video game intervention to daily physical activity. Poster presented at the annual meeting of theMidwest Chapter of the American College of SportsMedicine, Indianapolis, IN, October 28, 2011.
  4. Hertzmann, M., Suton, D., Pfeiffer, K. A., Peng, W., Winn, B., & Lin, J-H. (2011, October).Energy cost of playing Olympus-the new exergame to promote physical activity in young adults.Poster presented at the annual meeting of the Midwest Chapter of the American College of Sports Medicine, Indianapolis, IN, October 28, 2011.
  5. Winn, B., Peng, W., Pfeiffer, K. (2011, September).Stealth exercise, blatant fun: Crafting an exergame that players intrinsically want to play. Presented at the Digital Games Research Association (DIGRA) 2011 Conference. Hilversum, The Netherlands. September 15, 2011.
  6. Pfeiffer, K., Peng, W., Winn, B., & Suton, D. (2011, June). Developing a theory-based video game to increase intrinsic motivation to exercise.Presented at the North American Society for the Psychology of Sport and Physical Activity, Burlington, VT, June 6, 2011.
  7. Peng, W., & Winn, B. (2010, May). Self-determination theory guided design of an exergame. Presented at the 6th Annual Games for Health Conference. Boston, MI. May 24, 2010.
  8. Pfeiffer, K., Peng, W., & Winn, B. (2010, October). Assessment of physical activity in games for health. Presented at Midwest Conference on Health Games, Indianapolis, IN, October 29, 2011.
  9. Hetzman, M., Suton, D., Peng, W., Winn, B., & Pfeiffer, K. (2011, February). Comparison of VO2 and accelerometer counts during a physically active video game. Presented at Michigan meeting of the American College of Sports Medicine, Gaylord, MI, February 3, 2011.
  10. Peng, W. (2007, May). The Heart and Science of Designing Serious Games for Education. Paper presented at the Annual Conference of the International Communication Association, San Francisco, CA.

TEACHING