新闻系
03
2025.07

作者:



张恒

职称/岗位:副教授/硕导

研究方向:媒体心理学、人机传播、智能传播、电子游戏

联系方式:

基本介绍:重庆大学弘深启航学者,新闻学院副教授,硕士生导师。具有新加坡南洋理工大学博士学位,美国哥伦比亚大学硕士学位,加州大学伯克利分校学士学位。他的研究侧重于应用虚拟现实(VR)与增强现实(AR)技术,促进社会和文化层面的积极变革,尤其关注心理健康干预、教育创新、群体协作提升、跨文化沟通等领域之潜能与实践。其研究成果已刊载于多本国际知名期刊(SCIE、SSCI、EI)并产生广泛影响,且被全球四十多家媒体报道,包括法新社、联合早报等。与此同时,他也多次在传播学领域的四大顶尖国际学术会议上进行演讲,分享其前沿研究成果。




教育经历:

美国加州大学伯克利分校 文学学士 (媒体研究)

美国哥伦比亚大学 文学硕士 (传播学与教育学)

美国南洋理工大学 哲学博士(交叉学科)


研究领域:

当前研究集中在以下主题:

1)在线通信工具对个人态度、行为与社会互动的影响;

2)虚拟现实与沉浸式技术在教育和社交中的应用及影响;

3)人机交互对个人日常生活和社交关系的影响;

4)沉浸式叙事在跨文化交流和群体态度中的作用及影响;

5)理解和减轻由媒体和通信技术使用引起的疲劳体验。


科研成果:

英文发表(*表示通讯作者)

[1]  Ai, P., Li, B., Hu, B., & Zhang, H.* (2025). Extending the planned risk information seeking model (PRISM) in the context of artificial intelligence: From the perspective of individual differences. Behaviour & Information Technology. Advance online publication. https://doi.org/10.1080/0144929X.2025.2517211

[2]  Zhang, H., Li, B., Hu, B., & Ai, P. (2025). Exploring the role of personal innovativeness on purchase intention of artificial intelligence products: An investigation using social influence theory and value‑based adoption model. International Journal of Human–Computer Interaction. Advance online publication. https://doi.org/10.1080/10447318.2025.2513037

[3]  Wu, Q., & Zhang, H.* (2025). Emotional or Informational? An Investigation on the Roles of Chatbots and Online Communities During the Consumer Journey. In: Degen, H., Ntoa, S. (eds) Artificial Intelligence in HCI. HCII 2025. Lecture Notes in Computer Science, vol 15820. Springer, Cham. https://doi.org/10.1007/978-3-031-93415-5_19

[4] Montag, C., Schulz, P. J., Zhang, H., & Li, B. J. (2025). On pessimism aversion in the context of artificial intelligence and locus of control: Insights from an international sample. AI & Society, 40, 3349–3356. https://doi.org/10.1007/s00146-025-02186-0

[5]  Li, B. J., & Zhang, H*., & Montag, C. (2024). Too much to process? Exploring the relationships between communication and information overload and videoconference fatigue. PLoS ONE 19(12): e0312376. https://doi.org/10.1371/journal.pone.0312376

[6]  Li, B. J., & Zhang, H*. (2024). Exploring the links between type and content of virtual background use during videoconferencing and videoconference fatigue. Frontiers in Psychology, 15. https://doi.org/10.3389/fpsyg.2024.1408481

[7] Chen, C., Zhang, H.*, & Liang, D. (2024). The Influence of Game Aesthetics on Game Engagement and Retention in Open-World, Single-Player Games. In: Fang, X. (eds) HCI in Games. HCII 2024. Lecture Notes in Computer Science, vol 14731. Springer, Cham. https://doi-org.remotexs.ntu.edu.sg/10.1007/978-3-031-60695-3_10

[8] Zhang, H.*, & Chen, V.H.H. (2023). Design Consideration of an Educational Video Game Through the Lens of the Metalanguage. In: Harteveld, C., Sutherland, S., Troiano, G., Lukosch, H., Meijer, S. (eds) Simulation and Gaming for Social Impact. ISAGA 2022. Lecture Notes in Computer Science, vol 13622. Springer, Cham. https://doi.org/10.1007/978-3-031-37171-4_5

[9] Sun, X., Li, B. J., Zhang, H.*, & Zhang, G. (2023). Social media use for coping with stress and psychological adjustment: A transactional model of stress and coping perspective. Frontiers in Psychology, 14, 1140312. https://doi.org/10.3389/fpsyg.2023.1140312

学术会议报告

[1] Zhang, H. & Li, B. J. (2025, June). Video game online community involvement and game continuity: exploring players’ game continuation intention. Paper presented at the 75th Annual International Communication Association Conference, Denver, Colorado.

[2] Zhang, H., Yeo, A., & Li, B. J. (2025, June). Exploring the relationships between perceptions of gestures and videoconference fatigue and emotional outcomes. Paper presented at the 75th Annual International Communication Association Conference, Denver, Colorado.

[3] Li, B. J., Kim, N., & Zhang, H. (2025, June). Virtual reality as a catalyst for change: Promoting communication intention, policy support and future behavioral intention with migrant workers in Singapore. Paper presented at the 75th Annual International Communication Association Conference, Denver, Colorado.

[4] Li, B. J. & Zhang, H. (2025, June). Investigating the effects of 2D and virtual reality videoconferencing on social presence, interpersonal attraction and trust among students. Paper presented at the 75th Annual International Communication Association Conference, Denver, Colorado.

[5] Zhang, H., Li, B. J., Chen, C, & Liang D.Q. (2024, June). Wielding the Power to Heal: Exploring How the Legend of Zelda: Tears of the Kingdom Fosters Resilience and Recovery Among Chinese Gamers. Paper presented at the 74th Annual International Communication Association Conference, Gold coast, Australia.

[6] Liang D.Q., Zhang, H., Chen, C & Cai, Y. (2024, June). Learning in the Legend of Zelda: Engagement with Online Communities of Practice Outside the Game. Paper presented at the 74th Annual International Communication Association Conference, Gold coast, Australia.

[7] Ai, P.Y., Zhang, H., & Hu, B. (2024, June). Extending the planned risk information seeking model (PRISM) in the context of artificial intelligence: From the perspective of individual differences. Paper presented at the 74th Annual International Communication Association Conference, Gold coast, Australia.

[8] Zhang, H., Li, B. J., & Gong, G. (2024, May). Exploring the effects of virtual background uniformity on attentional and videoconference fatigue. Paper presented at the Meaningful XR (MXR24) Conference, Stanford/Palo Alto, California.

[9] Zhang, H., & Li, B. J. (2023, November). Exploring the use of virtual backgrounds in videoconferencing and its influence on videoconference fatigue. Paper presented at the 101st Annual National Communication Association Convention, Maryland, Washington.

[10] Zhang, H., & Sun, X.B. (2023, May). The Second Wave of COVID-19 Isolations and Social Media Use: Examination from a Stress-coping Perspective. Paper presented at the 73rd Annual International Communication Association Conference, Toronto, Canada.

[11] Ai, P.Y., & Zhang, H. (2023, May). Is Reading Non-fiction Not Useful at All? Fiction Reading, Non-fiction Reading, and Adolescents’ Prosocial Behavior. Paper presented at the 73rd Annual International Communication Association Conference, Toronto, Canada.

[12] Zhang, H., Koek, D. W. J., & Chen, V. H. (2022, August). The role of gaming on adolescents’ management of mental health: looking into recovery and resilience. Paper to be presented at the 105th AEJMC Annual Conference, Detroit, Michigan.

[13] Sun, X.B., Zhang, H., & Chen, V. H. (2022, August). Exploring parenting styles’ potential for toxic behavior perpetration: evidence from a survey of Chinese adolescents. Paper to be presented at the 105th AEJMC Annual Conference, Detroit, Michigan.

[14] Zhang, H., Koek, D. W. J., & Chen, V. H. (2022, July). It’s fun when we play together: associations between co-playing video games and parent-child communication. Paper presented at the 2022 International Association for Media and Communication Research Conference, Beijing, China.

[15] Zhang, H., Zheng, X., Yu, V., & Chen, V. H. (2022, May). A Parallel Mediation Analysis of Fandom Level, Fantasy, Social Presence, and Intention to Continue Playing the Mobile Game “Harry Potter: Magic Awakened”. Paper presented at the 72nd Annual International Communication Association Conference, Paris, France.

[16] Zhang, H., & Chen, V. H. (2022, May). Investigating adolescents’ news literacy behaviors, family communication and psychological well-being. Paper presented at the 72nd Annual International Communication Association Pre-Conference, Paris, France.


招生信息简介
欢迎对心理学、人机传播、智能传播及电子游戏研究感兴趣的同学报考。特别欢迎具备交叉学科背景的同学加入,共同探索媒体与技术交汇处的前沿问题。


招生专业:新闻传播学(学术型硕士)