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A hybrid cultural ecology: world of warcraft in China., , , , , и . CSCW, стр. 371-382. ACM, (2008)Exploring technology adoption and use through the Llens of residential mobility., и . CHI, стр. 621-630. ACM, (2005)What's in your wallet?: implications for global e-wallet design., , и . CHI Extended Abstracts, стр. 1613-1616. ACM, (2005)'This All Together, Hon?' Ubicomp in Non-office Work Environments., , , , и . UbiComp, том 3205 из Lecture Notes in Computer Science, стр. 179-195. Springer, (2004)Hanging on the 'Wire: A Field Study of an Audio-Only Media Space., , , и . ACM Trans. Comput. Hum. Interact., 4 (1): 39-66 (1997)Infrastructures and Their Discontents: Implications for Ubicomp., , и . UbiComp, том 3205 из Lecture Notes in Computer Science, стр. 418-432. Springer, (2004)Privacy: personal information, threats, and technologies., и . ISTAS, стр. 9-16. IEEE, (2005)Human-Currency Interaction: learning from virtual currency use in China., и . CHI, стр. 25-28. ACM, (2008)Leakiness and creepiness in app space: perceptions of privacy and mobile app use., , , и . CHI, стр. 2347-2356. ACM, (2014)Situating Productive Play: Online Gaming Practices and Guanxi in China., , , и . INTERACT (1), том 5726 из Lecture Notes in Computer Science, стр. 328-341. Springer, (2009)