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My Research

My research interests are two-fold. The first strand of work focuses on the digital game industry, media entrepreneurship, and cultural policy. My previous research examines the thriving scene of gaming entrepreneurship in Shanghai, China’s largest game industry hub. Drawing on entrepreneurship studies, media industry studies, and social capital research, these works have portrayed a dynamic qualitative account of the entrepreneurs’ networking efforts for venture creation and growth amid a toughening startup environment. The second strand of work explores the shifting landscape of digital inequalities in the era of AI & big data. My previous research attends to how contact tracing solutions that arise from the COVID-19 pandemic have altered the notion of digital privacy. I have shed light on the degree to which the Chinese public perceives privacy protection in using Health Code apps, which are mandatorily implemented as China’s official contact tracing tools.

 

Trained in an interdisciplinary research environment, my methodological approach is primarily qualitative, including interview, participant observation, and content analysis, which are supplemented by social surveys. Currently, I am furthering both strands by 1) unpacking the creative autonomy of Chinese gaming entrepreneurs with respect to the intricate powerplays among the state, domestic platform providers, and international platform giants; and (2) interrogating parent-child conflict, negotiation, and reconciliation around digital privacy management in Chinese household settings.

Journal Articles

Huang, G., Hu, A., & Chen, W. (2022). Privacy at risk? Understanding the perceived privacy protection of health code apps in China. Big Data & Society, 9(2). 

https://doi.org/10.1177/20539517221135132

Chen, W., Huang, G., & Hu, A. (2022). Red, yellow, green or golden: the post-pandemic future of China's health code apps. Information, Communication & Society. 

https://doi.org/10.1080/1369118X.2022.2027502

Huang, G. (2021). The impacts of cultural policy on gaming entrepreneurs in Shanghai: an entrepreneurial ecosystem approach. Cultural Trends, 1–21.

https://doi.org/10.1080/09548963.2021.1978815

Huang, G. (2021). Social Capital and Venture Creation: Identifying Entrepreneurial Opportunities in the Chinese Digital Game Industry. International Journal of Communication, 15, 2355-2377.

Chen, W., Li, X., Huang, G., & Straubhaar, J. (2021). If you built a sandbox: How children, network diversity, and community interventions are related to Google Fiber signup in disadvantaged urban communities. Telematics and Informatics, 60. 

https://doi.org/10.1016/j.tele.2021.101580

Robinson, L., Schulz, J., Khilnani, A., Ono, H., Cotten, S. R., McClain, N., Levine, L., Chen, W., Huang, G., Casilli, A. A., Tubaro, P., Dodel, M., Quan-Haase, A., Ruiu, M. L., Ragnedda, M., Aikat, D., & Tolentino, N. (2020). Digital inequalities in time of pandemic: COVID-19 exposure risk profiles and new forms of vulnerability. First Monday, 25(7). 

https://doi.org/10.5210/fm.v25i7.10845

Huang, G. (2020). Social Capital and Financial Capital Acquisition: Creating Gaming Ventures in Shanghai’s Entrepreneurial Ecosystem. Chinese Journal of Communication.
doi:10.1080/17544750.2020.1762686

Huang, G., Li, X., Chen, W., & Straubhaar, J. D. (2018). Fall-behind parents? The influential factors on digital parenting self-efficacy in disadvantaged communities. American Behavioral Scientist, 62(9), 1186-1206.

doi:10.1177/0002764218773820

Chen, W., Huang, G., Miller, J., Lee, K., Mauro, D., Stephens, B., & Li, X. (2018). “As we grow, it will become a priority”: American mobile start-ups’ privacy practices. American Behavioral Scientist. doi:10.1177/0002764218787867

Chen, W., Shen, C., & Huang, G. (2016). In game we trust? Coplay and generalized trust in and beyond a Chinese MMOG world. Information, Communication & Society,19(5), 639.
doi:10.1080/1369118X.2016.1139612

Book Chapters

Huang, G. (2023). Exploring Cultural Policy and Gaming Entrepreneurship in Shanghai:
An Entrepreneurial Ecosystem Perspective. The Onlooker Sees: The Chinese Video Game Industry. Palgrave Macmillan.

Straubhaar, J.D., & Huang, G. (2015, March). Conclusion to IGI Collection. Comparative Approaches of the IGI-Global Collection. IGI Global.

Selected Conference Presentations

Huang, G., Hu, A., & Chen, W. (2022, July). Privacy Concerns and Knowledge toward Health Code Apps in China. Presented at International Association for Media and Communication Research 2022 (online). Beijing.

Huang, G., Li, C., Deng, W., & Lu, W. (2022, July). Platformizing cultural creativity: The power relation between gaming entrepreneurs and Tencent in China. Presented at International Association for Media and Communication Research 2022 (online). Beijing.

Huang, G. (2021, Dec). Platformizing creativity in the Chinese digital game industry:
A case study of Tencent’s gaming entrepreneurship scheme. Presented at Chinese Digital Game Research 2021 Conference (online). Hong Kong.

Huang, G. (2021). Social Capital and Venture Creation: Identifying Entrepreneurial Opportunities in the Chinese Digital Game Industry. International Journal of Communication, 15, 2355-2377.

Huang, G. (2021, May). Strategies of Globalization among China’s Digital Game Entrepreneurs.
Presented at the 18th Chinese Internet Research Conference (online). Melbourne, Australia.

Robinson, L., Schulz, J., Khilnani, A., Ono, H., Cotten, S. R., McClain, N., Levine, L., Chen, W., Huang, G., Casilli, A. A., Tubaro, P., Dodel, M., Quan-Haase, A., Ruiu, M. L., Ragnedda, M., Aikat, D., & Tolentino, N. (2020). Digital inequalities in time of pandemic: COVID-19 exposure risk profiles and new forms of vulnerability. First Monday, 25(7). 

Huang, G. (2020, May). Social Capital and Venture Creation: Identifying Entrepreneurial Opportunities in the Chinese Digital Game Industry. Presented at International Communication Association 2020 (online). Gold Coast, Australia.

Huang, G. (2019, Aug). Exploring Cultural Policy and Gaming Entrepreneurship in Shanghai.
Presented at Chinese Digital Game Research 2019 Conference. Beijing, China.

Huang, G. (2019, June). Social capital, financial resource access, and entrepreneurial ecosystem:
Exploring the creation of gaming ventures in Shanghai. Presented at Chinese Internet Research
Conference 2019. Singapore.

Huang, G. (2019, March). A Small Fish in a Big Pond: Understanding Entrepreneurship in Chinese Game Industry. Presented at Society for Cinema and Media Studies 2019. Seattle, USA.

Huang, G., Chen, W., & Stephens, B. (2018, May). The digital linchpin for mobile startup?
Exploring the social media knowledge and managerial skills of mobile entrepreneurs. Presented at Association for Education in Journalism and Mass Communication 2018. Washington DC, USA.

Huang, G., Chen, W., Li, X., & Straubhaar, D.J. (2017, May). Digital Parenting Skills on the Margin. Presented at International Communication Association 2017. San Diego, USA.

Chen, W., Huang, G., Miller, J., Lee, K., Mauro, D., Stephens, B., & Li, X. (2016, June).” Your Privacy is Very Important to Us”: American Mobile Ventures’ Privacy Management. Presented at International Communication Association 2016. Fukuoka, Japan.

Huang, G. & Chen, W. (2016, June). Understanding the Production and Distribution Sectors of China’s Online Game Industry. Presented at International Communication Association Preconference 2016: Willing Collaborators: The Rise of China, and Changing Networks of Asian Media Production. Tokyo, Japan.

Huang, G. (2015, August). From Global to Local: Mapping the Production and Distribution Sectors of Online Game Industry in China. Presented at Media Sociology Preconference 2015. Chicago, IL.

Chen, W., Shen, C., & Huang, G. (2015, August). The Implications of Coplay for Generalized Trust in and beyond a Chinese MMOG World. Presented at American Sociological Association 2015.
Chicago, IL.

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