Wei Peng, PhD               Research Interest

Media Psychology/Media Effects

  • Negative and Positive Effects of Playing Digital Games

  • Psychological Impacts of Interactive Media

  • Social and Psychological Impacts of User-Generated Content

  • Mediators and moderators

Health Communication

  • Games for Health

  • Active Video Games and Exergames

  • mHealth

  • Utilizing Technologies for Health Communication and Behavior Change

  • Health and Risk Communication in China


Representative Peer-Reviewed Publications


Sah, Y. J., Peng, W. (2015). Effects of visual and linguistic anthropomorphic cues on social perception, self-awareness, and information disclosure in a health website. Computers in Human Behaviors, 45, 392-401. doi:10.1016/j.chb.2014.12.055


Tang, L., & Peng, W. (2015). Culture and health reporting: A comparative content analysis of newspapers in the U.S. and China. Journal of Health Communication, 20(2), 187-195. doi: 10.1080/10810730.2014.920060


Wohn, D. Y., & Peng, W. (2015). Understandin

perceived social support through communicatio

time, frequency, and media multiplexity. CHI'1

Extended Abstracts: 33rd Annual ACM Conferencon Human Factors in Computing Systems.


Peng, W., Ratan, R. Khan, L. (2015). eBook uses

and class performance in a college course

Proceedings of IEEE 2015 Hawaii Internationa

Conference on System Sciences (HICSS). Kauai



Waddell, J. C., & Peng, W. (2014). Does it matter with whom you slay? The effects of competition, cooperation and relationship type among video game players. Computers in Human Behavior, 38, 331-338. doi: 10.1016/j.chb.2014.06.017


Peng, W., Pfeiffer, K. A., & Winn, B. (2014). An exploratory study of the impact of contextual cues of violence in an active video game. Games for Health Journal, 3(2), 67-71.

Gammon, C. S., Pfeiffer, K. A., Peng, W., Suton, D., & Winn, B. (2014). Contribution of active video game play to physical activity among college students. Games for Health Journal, 3(6), 395-398.  doi:10.1089/g4h.2014.0040

Peng, W., & Crouse, J. (2013). Playing in parallel: The effects of multiplayer modes in active video game on motivation and physical exertion. CyberPsychology, Behavior, and Social Networking, 16(6). 423-427.


Baranowski, T., Lieberman, D. A., Buday, R., Peng, W., Zimmerli, L., Wiederhold, B., et al. (2013). Video game mechanics in games for health. Games for Health Journal, 2(4), 194-204.

Lee, M., Kim, M., & Peng, W. (2013). Consumer reviews: Reviewer avatar facial expression and review valence. Internet Research, 23(2), 116-132.

Peng, W., Crouse, J., & Lin, J-H. (2013). Using active video games for physical activity promotion: A systematic review of the current state of research. Heath Education & Behavior, 40(2), 171-192. doi:  10.1177/1090198112444956


Peng, W., & Hsieh, G. (2012). The influence of competition, cooperation, and player relationship in a motor performance centered computer game. Computers in Human Behavior. Published online July 2, 2012. DOI: 10.1016/j.chb.2012.06.014

Peng, W., Lin, J-H., Pfeiffer, K. A., & Winn, B. (2012). Need satisfaction supportive game features as motivational determinants: An experimental study of a self-determination theory guided exergame. Media Psychology, 15(2), 175-196.

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.  

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.

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.

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.

Song, H., Peng, W. & Lee, K. (2011). Promoting exercise self-efficacy with an exergame. Journal of Health Communication, 16, 148-162.

Peng, W., & Tang, L. (2010). Health content in Chinese newspapers. Journal of Health Communication,15, 695-711.

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.

Peng, W. & Liu, M. (2010). Online gaming dependency: A preliminary study in China. CyberPsychology, Behavior, and Social Networking, 13, 329-333.

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.

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 caf└: Psychological barriers to crossing the digital divide. Educational Gerontology, 36, 193-212.

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.

Peng, W. (2009). Design and evaluation of a computer game to promote a healthy diet for young adults. Health Communication, 24, 115-127.

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.

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 and Behavior, 12, 451-455.

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.

Peng, W. (2008). The mediational role of identification in the relationship between experience mode and self-efficacy: Enactive role-playing versus passive observation. CyberPsychology and Behavior, 11, 649-652.

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 and Behavior, 11, 157-161.

 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.

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.

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.

Lee, K. M., & Peng, W. (2006). A brief biography of computer game studies. In Vorderer, P. & Bryant, J. (Eds.), Playing computer games: Motives, responses, and consequences (pp. 325-345). Mahwah, NJ: Lawrence Erlbaum Associates.