Yu-Hao Lee, Ph.D.
Associate Professor - Department of Telecommunication
Dr. Yu-Hao Lee's research includes two interconnected areas: 1) examining how people process information in immersive/interactive media such as video games and virtual reality, and 2) designing immersive media experiences that promote better decision-making and prosocial behaviors.
His research interest stems in part from his professional experience as a journalist covering politics, education, and environmental news. He is constantly seeking new ways to communicate complex stories and motivate behavior changes. He has been involved in several design-based research projects exploring persuasive communication in various contexts, including using serious games to train intelligence analysts on cognitive biases, improve law enforcement officers' deception detection skills, and communicating about climate change and refugees through immersive storytelling.
His research has been published in several high-impact peer-reviewed journals and has received external support from the National Science Foundation (NSF), the United Nations High Commissioner for Refugees (UNHCR), and the Intelligence Advanced Research Projects Activity (IARPA).
Ph.D., Media & Information Studies, Michigan State University, 2013
M.A., Journalism, National Taiwan University, 2005
B.A., Economics, National Taiwan University, 2003
- The More the Merrier? The Effects of System-Aggregated Group Size Information on User’s Efficacy and Intention to Participate in Collective Actions (September 8, 2020)
- Yu-Hao Lee Co-Authors Article on Video Streamers and the Effect of Mental Health Disclosures on Their Viewers (August 31, 2020)
- Yu-Hao Lee Co-Authors Article on Social Cognitive Theory and Visible Group Size (July 29, 2020)
- Four CJC Faculty Receive Promotions (June 23, 2020)
- Yu-Hao Lee Co-Authors Article on Privacy in Social Media Ties (June 17, 2020)
- All News About Yu-Hao Lee
Refereed Journal Articles
Lee, Y., & Littles, C. (Accepted). The more the merrier? The effects of system-aggregated group size information on user’s efficacy and intention to participate in collective actions. Internet Research.
Lee, Y., & Chen, M. (2020). Emotional Framing of News on Sexual Assault and Partisan User Engagement Behaviors. Journalism and Mass Communication Quarterly.
Lee, Y., Yuan, C., & Wohn, D. (Accepted). How Video Streamers' Mental Health Disclosures Affect Viewers' Risk Perceptions. Health Communication.
Lee, Y., & Yuan, C. (2020). The privacy calculus of "friending" across multiple social media platforms. Social Media + Society, 6(2).
Rios, J. S., Wohn, D. Y., & Lee, Y. (2019). Effect of Internet Literacy in Understanding Older Adults’ Social Capital and Expected Internet Support. Communication Research Reports, 36(2), 93-102.
You, L., & Lee, Y. (2019). The bystander effect in cyberbullying on social network sites: Anonymity, group size, and intervention intentions. Telematics & Informatics, 45, 101284.
Lee, Y. (2019). Older adults’ digital gameplay, social capital, social connectedness, and civic participation. Game Studies, 19(1).
Miller, C. H., Dunbar, N. E., Jensen, M. L., Massey, Z. B., Lee, Y., Nicholls, S. B., Anderson, C., Adams, A. S., Cecena, J. E., Thompson, W. M., & Others, . (2019). Training Law Enforcement Officers to Identify Reliable Deception Cues With a Serious Digital Game. International Journal of Game-Based Learning (IJGBL), 9(3), 1-22.
Lee, Y., Getz, B., & Xiao, M. (2019). Does that sound right? The effects of regulatory fit and nonfit headline frames on motivated information processing. Communication Monographs. DOI: 10.1080/03637751.2019.1575158
Darville, G., Anderson--Lewis, C., Stellefson, M., Lee, Y., MacInnes, J., Pigg, Jr, R. M., Gilbert, J. E., & Thomas, S. (2018). Customization of avatars in a HPV digital gaming intervention for college-age males: An experimental study. Simulation & Gaming, 49(5), 515-537.
Dunbar, N. E., Miller, C., Lee, Y., Jensen, M., Anderson, C., Adams, A., Elizondo, J., Thompson, W., Massey, Z., Massey, S., Ralston, R., Donovan, J., Roper, R., & Wilson, S. (2018). Reliable deception cues training in an interactive video game. Computers in Human Behavior, 85, 74-85.
Lee, Y., Xiao, M., & Xiao, R. (2018). The effects of avatars’ age on older adults’ self-disclosure and trust. Cyberpsychology, Behavior, & Social Networking, 21(3), 173-178.
Lee, Y., & Heeter, C. (2017). The effects of cognitive capacity and gaming expertise on attention and comprehension. Journal of Computer Assisted Learning, 33(5), 473-485.
Lee, Y., Dunbar, N. E., Kornelson, K., Wilson, S. N., Ralston, R., Savic, M., Stewart, S., Lennox, E. A., Thompson, W., & Elizondo, J. (2019). A Digital Game for Undergraduate Calculus: Immersion, Calculation, and Conceptual Understanding. In Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations (pp. 206-227). IGI Global.
Media psychology, Persuasion, Computer mediated communication, Social media, Games for learning/Games for change, Diffusion and adoption of technology, Online collaboration
Syllabi from the current and three previous semesters: