Publications

Books

Chee, Florence (2023) Digital Game Culture in Korea: The Social at Play. Lanham, MD: Lexington Books.

Chee, Florence (Ed). (2011). Media and Audiences: Custom Courseware for CMNS 221. Burnaby, Simon Fraser University

Chee, Florence (Ed). (2007). Location-based awareness: research on local systems of innovation in the Greater Vancouver Regional District. Centre for Policy Research on Science and Technology, Simon Fraser University.

Kim, S. D., and Florence Chee (Eds.). (2004). Mobile Communication and Social Change: 2004 International Conference on Mobile Communication. Seoul, Korea: Institute for Communication Arts & Technology. Hallym University.

Journal Articles

Chee, Florence (2022) “Communication as Conscience,” communication +1: Vol. 9: Issue. 2, Article 7. DOI: https://doi.org/10.7275/8v86-2k35

Florence M. Chee, Larissa Hjorth & Hugh Davies (2021): An ethnographic co-design approach to promoting diversity in the games industry, Feminist Media Studies, DOI:10.1080/14680777.2021.1905680

Chee, Florence, and Karhulahti, Veli-Matti (2020). “The ethical and political contours of Institutional Promotion in Esports: from precariat models to sustainable practices,” Human Technology, Open Science Centre, Vol. 16(2), DOI: https://doi.org/10.17011/ht/urn.202008245642

Suomela, Todd, Chee, Florence, Berendt, Bettina, and Rockwell, Geoffrey. (2019). “Applying an Ethics of Care to Internet Research: Gamergate and Digital Humanities.” Digital Studies. Open Library of Humanities. Vol. 9(1), 4. DOI: http://doi.org/10.16995/dscn.302

Chee, Florence. (2018) “An Uber ethical dilemma: examining the social issues at stake.” Journal of Information, Communication and Ethics in Society. Emerald Publishing. Vol. 16 Issue: 3, pp. 261-274.

Jin, Dal Yong, Chee, Florence, and Kim, Seah. (2015). “Transformative Mobile Game Culture: A sociocultural analysis of Korean mobile gaming in the era of smartphones.” International Journal of Cultural Studies. Sage Publications. Vol. 18(4), pp. 413-429.

Chee, Florence, Taylor, Nicholas, and de Castell, Suzanne. (2012). “Re-Mediating Research Ethics: End-User License Agreements (EULAs) in Online Games.” Bulletin of Science, Technology & Society. Sage Publications. Vol. 32(6), pp. 497-506.

Hira, Anil, Morfopolous, James, and Chee, Florence. (2012). “Evolution of the South Korean wireless industry: from state guidance to global competition.” International Journal of Technology and Globalisation. Inderscience Enterprises Limited. Vol. 6(1-2), pp. 65-86.

Jin, Dal Yong, and Chee, Florence. (2008). “Age of New Media Empires: a critical interpretation of the Korean online game industry.” Games and Culture: A Journal of Interactive Media. Thousand Oaks, Ca: Sage Publications. Vol. 3(1), pp. 38-58.

Chee, Florence. (2006). “The games we play online and offline: making
Wang-tta in Korea.” Popular Communication: The International Journal of Media and Culture. Mahwah, NJ: Lawrence Erlbaum Associates Inc. Vol. 4(3), pp. 225-239.

Chee, Florence. (2002). “Different Strokes – Moving to the beat of just one drummer: The Acoustic Dimensions of the Sport of Dragonboating.” Soundscape: The Journal of Acoustic Ecology. Vol. 3(2), pp. 10-14.

Book Chapters

Chee, Florence, Suomela, Todd, Berendt, Bettina, and Rockwell, Geoffrey. (2023) “Applying a Feminist Ethics of Care in Conducting Internet-based Archival Gender Research: The Case of Studying Gamergate Reactions. In Trauth, Eileen and Quesenberry, Jeria (Eds.), Handbook of Gender and Technology: Environment, Identity, Individual. Edward Elgar Publishing

Chee, Florence. (2016). “A game industry beyond diversity: systemic barriers to participation in South Korea.” In Kafai, Y., Richard, G., and Tynes, B. (Eds). Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming. Carnegie Mellon University ETC Press, pp. 159-170.

Busch, T., Chee, F., and Harvey, A. (2016). “Corporate Responsibility and Gender in Digital Games.” In Grosser, K., McCarthy, L., and Kilgour, M. (Eds.), Gender Equality and Responsible Business: Expanding CSR Horizons. Sheffield, UK: Greenleaf Publishing, pp.31-45.

Chee, Florence (2015) “Online Games and Digital Ethnography.” In Mansell, R. and Ang, P. (Eds.), International Encyclopedia of Digital Communication & Society. Wiley-Blackwell. DOI: 10.1002/9781118290743.wbiedcs086

Chee, Florence. (2014). “Cultural Affordances and Changing Social Dynamics in Asian and European Contexts.” In Bammé, A., Getzinger, G., and Berger, T.(Eds.) Yearbook of the Institute for Advanced Studies on Science, Technology and Society (IAS-STS), Graz, Austria, Profil, pp.217-238.

Jin, Dal Yong, and Chee, Florence. (2009). “The Politics of Online Gaming.” In L. Hjorth and D. Chan (Eds.), Gaming Cultures in the Asia-Pacific Region. Routledge, Taylor & Francis Group, pp. 19-38.

Chee, Florence, and Smith, Richard. (2007). “Online gamers and the ambiguity of community: Korean definitions of togetherness for a new generation.” In M. Consalvo and C. Haythornthwaite (Eds.), AOIR Internet Annual. Volume 4, New York: Peter Lang Publishers, pp. 165-184.

Chee, F., Vieta, M., and Smith, R. (2006). “Online gaming and the interactional self: Identity interplay in situated practice.” In J. P. Williams, S. Q. Hendricks & W. K. Winkler (Eds.), Gaming as Culture: Essays on Reality, Identity, and Experience in Fantasy Games. Jefferson, NC: McFarland Publishing, pp.154-174.

Chee, Florence. (2005). “Understanding Korean experiences of online game hype and identity and the menace of the “Wang-tta.”” Selected Papers of Changing Views: Worlds at Play, Digital Games Research Association. (DIGRA), pp. 111-122.

Chee, F., and Smith, R. (2005). “Is electronic community an addictive substance? An ethnographic offering from the EverQuest community.” In S. Schaffer & M. Price (Eds.), Interactive Convergence in Multimedia – Probing the boundaries. Volume 10, The Inter-Disciplinary Press, pp. 137-156.

Other Published Work

Berendt, B., M. Chee, F., & Rockwell, G. (2022). Introduction to Ethics in the Age of Smart Systems. The International Review of Information Ethics, 31(1).

Rockwell, G., Berendt, B., & Chee, F. (2022). On Dialogue and Artificial Intelligence. The International Review of Information Ethics, 31(1).

Rockwell, Geoffrey, Berendt, Bettina, Chee, Florence, Matthews, Jeanna, Gambs, Sébastien, and Renso, Chiara. (2022 January 27). Ottawa’s use of location data raises big surveillance and privacy concerns. The Conversation.https://theconversation.com/ottawas-use-of-our-location-data-raises-big-surveillance-and-privacy-concerns-17531

Chee, Florence, de Castell, Suzanne, and Taylor, Nick. (2011) “Public Virtual World Gaming in Asia: Preparatory Fieldwork for Site Selection, Protocol Testing and Research Instrument Development.” Technical Report. Multimodal Analysis of Real/Virtual Environments Laboratory (MARVEL) at Simon Fraser University, and Play in Computer Environments Studio (Play:CES) at York University, Faculty of Education, Simon Fraser University.

Chow-White, P. A., Chee, F. and Smith, R. K. (2011) “Data Mining User Generated Content: Transforming Play and Leisure in Online Social Gaming into Business Analytics.” Available at SSRN: http://ssrn.com/abstract=1926437

Holbrook, J. A. D., Wixted, B., Chee, F., Klingbeil, M., and Shaw-Garlock, G. (2009) “Measuring the Return on Investment in Research in Universities: The Value of the Human Capital Produced by these Programs.” CPROST Report. The Centre for Policy Research on Science and Technology (CPROST) at Simon Fraser University.

Chee, Florence. (2008) “Online games and Korea as Figure and Ground: An application of Canadian Communication theory to the sociotechnical transformation in Korea.” Printed Proceedings of the Fourth World Congress of Korean Studies. The Academy of Korean Studies. pp. 1453-1465.

Chee, Florence. (2007) “What Innovation is not.” The Banff Consensus: Integrating the Creative Capabilities of Western Canada into the Global Innovation System. The Centre for Innovation Studies, Calgary, Canada. p.12

Chee, Florence. (2005) “Embracing the Jungian Archetype in Massively Multiplayer Online Role Playing Games.” The Digest: Innovations in New Media. Volume 4(2), 3.

Chee, Florence. (2003) “The Ology of Anthros in Tech.” The Digest: Innovations in New Media. Vol. 2(1), 5.