Shi, J., Wang, X., Peng, T. Q., & Chen, L. (2019). Cancer-prevention messages on Chinese social media: A content analysis grounded in the Extended Parallel Process Model and Attribution Theory Model and Attribution Theory. International Journal of Communication, 13, 18.
Dienlin, T., Johannes, N., Bowman, N. D., Masur, P. K., Engesser, S., … Wang, X., … de Vreese, C. (2020). An agenda for open science in Communication. Journal of Communication.
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.
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. (ICADL 2015, 22% acceptance rate).
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. (CHI PLAY 2015, 30% acceptance rate).
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. (ICADL 2014, 23.5% acceptance rate).