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Hee-Jae Lee

dblp:38/10561 · also Heejae Lee · DBLP profile ↗
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3ranked-venue papers
3as first author
3since 2021 · last 2025
0000-0001-5795-3142ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 3 first-author · 3 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Usability and user experience research · 77% Games and playful interaction · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Usability and user experience research › scale development
scale validation
0.912025
Translation and Validation of The Video Game Demand Scale to Spanish · CHI 2025
Games and playful interaction
player experience
0.312025
Translation and Validation of The Video Game Demand Scale to Spanish · CHI 2025

Methods — techniques the papers use, named apart from their topics

survey · 0.9mixed methods · 0.9
YearPublicationVenuePosition
2025 Translation and Validation of The Video Game Demand Scale to Spanish
abstract
With efforts to investigate the role of interactivity on user psychology in video games, scholars have demonstrated that interactivity may induce cognitive, emotional, physical (controller and exertional), and social demands of global gamers. However, existing studies are missing Latin American gamers as critical yet understudied gaming communities. Drawing on the interactivity-as-demand model, we conducted a mixed-method online survey to test measurement validity on localized versions of the video game demand scale (VGDS) for Spanish-speaking gamers (N = 195). Results showed that the Spanish-translated scale replicated the a priori five-factor structure of VGDS. Emergent themes from gamers’ comments mirrored VGDS factors, with additional insights into the cognitive demand of creative thinking, emotional demand of feeling nostalgia, physical demand of being precise, and social demand of interacting with non-player characters. These findings provide a pancultural perspective of Spanish-speaking gamers’ perceptions of their gaming while offering nuanced insights into their experiences for future research.
Hee-Jae Lee, Gabriel Dominguez Partida, Nicholas David Bowman, Philippe de Villemor Chauveau
CHI1
2025 Virtual Influencers vs. Human Influencers in the Context of Influencer Marketing: The Moderating Role of Machine Heuristic on Perceived Authenticity of Influencers
abstract
While the popularity of virtual influencers in influencer marketing is on the rise, little is known about the reasons behind their increasing popularity. Furthermore, there is also a dearth of research examining why and how virtual influencers could be more effective than human influencers in influencing consumer purchase decisions. Drawing on the concept of perceived authenticity of influencers and machine heuristic, this study investigates the effects of influencer type (virtual influencer vs. human influencer) on the perceived authenticity of consumers. In addition, we also explore if machine heuristic will moderate the perceived authenticity of consumers and whether trust in influencers and purchase intentions will be subsequently associated with the perceived authenticity of the influencer. Results from an online between-subjects designed experiment (N = 130) indicated that virtual influencers were unexpectedly perceived as more authentic than human influencers. Additionally, the perceived authenticity of virtual influencers significantly increased among those with a strong belief in the machine heuristic. Subsequently, we found a positive association between the perceived authenticity of influencers and the extent of consumers’ trust in them. Additionally, trust in influencers was positively associated with consumers’ intention to purchase the products they promoted by the influencers. These findings provide valuable insights into the use of virtual influencers for marketing purposes. Further theoretical and practical implications are discussed.
Hee-Jae Lee, Jeongwon Yang, Tamara Makana Chock
Int. J. Hum. Comput. Interact.1
2024 Gaming on the Go? Translation and Validation of the Video Game Demand Scale to Korean
abstract
The interactivity-as-demand model has been presented, which identifies the cognitive, emotional, physical (controller and exertion), and social demands of video games. These demands are presumed to apply to a broad set of video games and gaming technologies and are measured using the Video Game Demand Scale (VGDS). The current study fills a gap in the literature by translating the VGDS for use with Korean speakers, recognizing one of the largest global gaming populations, with a specific interest in and early innovation of mobile and online gaming. A sample of N = 524 self-identified Korean gamers was asked to recall a recent gaming experience, complete the VGDS-Korean, and then answer questions about the game. The results replicated the five-factor VGDS metric, and several measurement validity tests replicated from prior work. We also saw novel findings likely related to the dominance of mobile gaming in Korea (and in our sample).
Hee-Jae Lee, Yoon Esther Lee, Nicholas David Bowman, Shengjie Yao
Int. J. Hum. Comput. Interact.1