Yu-Hao Lee, Ph.D.
Associate Professor - Department of Media Production, Management, and Technology
Dr. Yu-Hao Lee's research focuses on the cognitive and emotional effects of immersive/interactive media such as video games and virtual reality. He also studies how to design immersive media experiences that promote better decision-making and prosocial behaviors.
He is passionate about seeking new ways to communicate complex stories and motivate prosocial behaviors. His research has examined the use of immersive technologies in various contexts, including using serious games to train intelligence analysts about cognitive biases and to improve law enforcement officers' deception detection skills. He has also examined using immersive technology to change attitudes toward climate change and refugees.
He has published over 50 articles in high-impact journals and several book chapters. His research has received top paper awards (ICA, AEJMC) and external grant 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
- My Tutor is an AI: The Effects of Involvement and Tutor Type on Perceived Quality, Perceived Credibility, and Use Intention (August 16, 2022)
- The Role of Video Games in Coping with Unemployment (May 31, 2022)
- Study: Using Video Games Can Assist in Coping with Unemployment and Restoring Wellbeing (May 18, 2022)
- Voices of the Unsung: The Role of Social Presence and Interactivity in Building Empathy in 360 Video (October 21, 2021)
- Sri Kalyanaraman, Yu-Hao Lee and CJC Alum Co-Author Article on Building Empathy in 360 Video (August 30, 2021)
- All News About Yu-Hao Lee
Refereed Journal Articles
Lee, Y., & Chen, M. (2022). Intergroup contact with a virtual refugee: Reducing prejudice through a cooperative game. Psychology of Popular Media.
Darville-Sanders, G., Anderson-Lewis, C., , M., Lee, Y., Maclnnes, J., Pigg, P., Mercado, R., & Gaddis, C. (2022). mHealth video gaming for human papillomavirus vaccination among college men—qualitative inquiry for development. Mhealth.
Lee, Y., & Chen, M. (2022). Seeking a sense of control or escapism? The role of video games in coping with unemployment. Games & Culture.
Yuan, C., & Lee, Y. (2022). Connecting and Being Connected: Investigating Perceived Affordances of Multiple Social Media Platforms for Relational Purposes . Information Technology & People, 35(3), 1096-1115.
Kong, S., & Lee, Y. (2021). How Perceived Similarity Moderates Sympathy and Pride Appeal in Organ Donation Messages. Transplantation Proceedings, 53(7), 2105-2111. DOI: 10.1016/j.transproceed.2021.07.010
Pimentel, D., Kalyanaraman, S., Lee, Y., & Halan, S. (2021). Voices of the unsung: The role of social presence and interactivity in building empathy in 360 video. New Media & Society, 23(8), 2230-2254. DOI: 10.1177/1461444821993124
Lee, Y., & Littles, C. (2020). 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., Yuan, C., & Wohn, D. (2020). How Video Streamers' Mental Health Disclosures Affect Viewers' Risk Perceptions. Health Communication.
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. (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. (2022). A Digital Game for Undergraduate Calculus: Immersion, Calculation, and Conceptual Understanding. In Research Anthology on Developments in Gamification and Game-Based Learning (pp. 645-661). IGI Global.
Lee, Y., Dunbar, N., Miller, C., Bessarabova, E., Jensen, M., Wilson, S., Elizondo, J., Burgoon, J., & Valacich, J. (2021). Mitigating Bias and Improving Professional Decision-Making Through Digital Game Play. In Persuasive Gaming in Context (pp. 239-258). Amsterdam, the Kingdom of the Netherlands: Amsterdam University Press.
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 (Emotional and Cognitive Effects), Digital Games, Virtual Reality, Online Communities
Syllabi from the current and three previous semesters: