Passionate Work: Endurance After the Good Life. (Duke University Press, 2022). link with intro

Peer Reviewed Articles

Hong, R. (2022). Telecommuting Pedagogies: White Plasticity and the Ecological Imaginaries of Working from Home. Social Text, 40(2), 21–48. pdf

Hong, R. (2022). Curative Platforms: Disability, Access, and Food Delivery Work in Singapore. New Media & Society. Onlinefirst. pdf

Hong, R. (2021). Road Warriors to Digital Nomads: Portable Computers, Habitats, and Remote Work. Cultural Studies, Onlinefirst. pdf

Hong, R. (2021). Media Probes. Probing Interfaces: New Games, Spacewar!, and the Gamification of Complexity. International Journal of Communication, 15, 1836-1854. pdf

Hong, R. (2017). Office Interiors and the Fantasy of Information Work, Triple C: Communication, Capitalism & Critique, 15(2), 543-564. pdf

Hong, R. (2016). Soft Skills and Hard Numbers: Gender Discourse in Human Resources, Big Data & Society, 1-13. pdf

Hong, R. (2016). #CokeDrones and the good life: Migrant workers in Singapore and the politics of recognition. In The Good Life in Asia’s Digital 21st Century (69-74). Digital Asian Hub: Hongkong. (First prize student entry award organized by the Berkman Center for Internet and Society)

Hong, R. (2015). Finding passion in work: Media, passion and career guides. European Journal of Cultural Studies, 18(2), 190–206. link

Hong, R. & Chen, V.H.H. (2014). Becoming an ideal co-creator: Web materiality and intensive laboring practices in game modding. New Media & Society, 16(2), 290-305. link

Jung, Y., Hall, J., Hong, R., Goh, T., Ong, N., & Tan, N. (2014). Payback: Effects of relationship and cultural norms on reciprocity. Asian Journal of Social Psychology, 17(3), 160–172.

Hong, R. (2013) Game modding, prosumerism and neoliberal labor practices. International Journal of Communication, 7, 984–1002. pdf

Chen, V.H.H., Duh, H.B.L, & Hong, R. (2008). The changing dynamic of social interaction in World of Warcraft: The impacts of game feature change, Proceedings from ACE ’08: International Conference on Advances in Computer Entertainment Technology.

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