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Trilingual user researcher | Sigma Xi Associate Member | Independent scholar on game studies
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Claire is an industry user researcher focusing on gaming and fintech. She conducts her research projects in Chinese, English, and Japanese.
Apart from work, she is an independent scholar on game studies. Her research interests are women's gaming experiences and game content analysis from a gender studies perspective.
She got her MSc degree from The University of Hong Kong, and is an associate member of Sigma Xi, the scientific research honor society.
Apart from work, she is an independent scholar on game studies. Her research interests are women's gaming experiences and game content analysis from a gender studies perspective.
She got her MSc degree from The University of Hong Kong, and is an associate member of Sigma Xi, the scientific research honor society.
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📖 The University of Hong Kong, MSc in Marketing
· Core courses: Applied Marketing Research & Metrics; Big Data Consumer Analytics; Consumer Insights
📖 The Chinese University of Hong Kong (Shenzhen campus), BBA in Finance
· 2025H1 alumni consultant
· Dean’s List (Academic Year 2020-2021)
· Admission to Academic Exchange Programs (University of Cambridge, UK & Aoyama Gakuin University, Japan)
· Core courses: Marketing Research; Big Data Marketing; Behavioral Finance; Investment Analysis and Portfolio Management
· Dean’s List (Academic Year 2020-2021)
· Admission to Academic Exchange Programs (University of Cambridge, UK & Aoyama Gakuin University, Japan)
· Core courses: Marketing Research; Big Data Marketing; Behavioral Finance; Investment Analysis and Portfolio Management
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· Sigma Xi, the scientific research honor society: associate member
· Japanese Language Proficiency Test (JLPT): N1
· Charted Financial Analyst (CFA) level I: passed with high score
· Japanese Language Proficiency Test (JLPT): N1
· Charted Financial Analyst (CFA) level I: passed with high score
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Junsong Lu, Jiayi Yao, Zehui Zhou, X. T. (XiaoTian) Wang
Psychological Bulletin, vol. 149, 2023 Jul, pp. 447--486
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📋 Gacha consumption and character appeal: A quantitative study on player engagement with Genshin Impact character demos
· Sole Author | 2026 | Target: Gachacon 2026 Edited Book (full manuscript under work)
· Investigates the relationship among players’ attitudes toward Genshin Impact character demos, the degree of character attachment, and the extent of gacha purchasing behavior using Structural Equation Modeling
📋 Nested landscapes and player identity: how the visual and gameplay design of Temple of Space in Genshin Impact affects the boundary between player and avatar
· Sole Author | 2026 | Target: Chapter in The Routledge Handbook for The Anthropology of Play and Games (Abstract Submitted)
· Theorizes a major in-game palace as a “recursive spatiality” to analyze its impact on the boundary between player and avatar
📋 From participation to co-creation: how Ahatopia in Hongkai: Star Rail represents fandom culture
· First Author | 2026 | CDiGRA 2026 Conference, abstract submitted
· Discusses how Ahatopia, an area in Hongkai: Star Rail, represents fandom culture while fostering dynamic interactions with players
📋 Personification as Playable Heritage: Chinese Guofeng Mobile Games as Interactive Museums
· Second Author | 2026 | CDiGRA 2026 Conference, abstract submitted
· Analyzes how personification in the character design of Chinese Guofeng games make cultural heritage playable, lifelike, and accessible to digital-native players
📋 Collaborative affection: analyzing women gamer communities through shared document practices in the fandom of Ashes of The Kingdom
· Sole Author | Target: 2027 GachaCon Conference (proposal under development)
· A qualitative interview-based study on how women gamers of Ashes of The Kingdom build emotional connections and collaborative knowledge systems through shared online documents outside the game
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1 / Content analysis of games and literatures from the aspect of gender studies
A milestone work in representing female's life experiences: a review of Cleaning Garbage in The Wasteland. 2025.
女性生命经验书写的里程碑之作:《我在废土世界扫垃圾》repo
女性生命经验书写的里程碑之作:《我在废土世界扫垃圾》repo
Beyond the constrain of gender: a review of JACKJEANNE. 2023.
超越性别的器皿吧:评《JACKJEANNE》
A long way to go for games targeting women gamers: a review of Life Makeover. 2023.
女性向游戏前路漫漫:评《以闪亮之名》
超越性别的器皿吧:评《JACKJEANNE》
A long way to go for games targeting women gamers: a review of Life Makeover. 2023.
女性向游戏前路漫漫:评《以闪亮之名》
2 / Gameplay design analysis of otaku games
Visual representation of emotions: analyzing the content design of Penacony in Honkai: Star Rail. 2024.
情绪的可视化诠释:《崩坏·星穹铁道》匹诺康尼地区内容设计浅析
Why can video games become 'the ninth art'? Guardian Tales provides its answer. 2022.
游戏研究 | 游戏为何能成为第九艺术?《坎公骑冠剑》提供了它的答案
The lost kingdom: analyzing the gameplay design of Enkonomia in Genshin Impact (a series of 5 chapters). 2022.
寂寥失落之国:渊下宫地区游戏设计浅析(1)
情绪的可视化诠释:《崩坏·星穹铁道》匹诺康尼地区内容设计浅析
Why can video games become 'the ninth art'? Guardian Tales provides its answer. 2022.
游戏研究 | 游戏为何能成为第九艺术?《坎公骑冠剑》提供了它的答案
The lost kingdom: analyzing the gameplay design of Enkonomia in Genshin Impact (a series of 5 chapters). 2022.
寂寥失落之国:渊下宫地区游戏设计浅析(1)
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· 2026 Boya International Academic Conference on Video Games, Peking University, attendee
· GachaCon2026, City University of Hong Kong, attendee
· GachaCon2026, City University of Hong Kong, attendee
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