FASS Staff Profile

HONG RENYI

DEPARTMENT OF COMMUNICATIONS AND NEW MEDIA

Appointment:
ASSISTANT PROFESSOR
Office:
AS6 03-09
Email:
renyihong@nus.edu.sg
Tel:
+65-65163418
Fax:
Homepage:
http://profile.nus.edu.sg/fass/cnmhr/
Tabs

Brief Introduction

Renyi Hong joined the Department of Communications and New Media at the National University of Singapore after graduating from the University of Southern California. He is primarily interested in labor and its relationships with affect, technology, and neoliberal capitalism. His first monograph, Passionate Work, contracted by Duke UP explores the uses of passion as a means of generating a milieu of endurance for those left out of the imaginary of the good life. His monograph in development, Bearable Media, examines the biopolitical relationship between human adaptation and computational media. Renyi has received awards for his work at the International Communication Association and the Berkman Center for Internet and Society. His works have also appeared in Social TextNew Media & SocietyCultural Studies, tripleC and the International Journal of Communication, among others.


Teaching Areas

New media theory

Technology and culture

Communication and culture

Cybernetics

Plasticity and culture


Research Interests

Labor

Affect theory

Critical theory

Cybernetics

Resilience

Plasticity


Publications

BOOKS/MONOGRAPHS AUTHORED

  • Hong, R. (2022). Passionate Work: Endurance After the Good Life. Duke University Press.

CHAPTERS IN BOOKS

  • 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

     

ARTICLES IN JOURNALS

  • Hong, R. (2023). From Road Warriors to Digital Nomads. Portable Computers, Habitats, and Remote Work. Cultural Studies, 37(3), 508-535.
  • Qiu, Hong, & Badger (2023). Auditing Gig Work Platforms: Fairwork’s Research, Advocacy and Impact. Singapore Labor Journal. Accepted.
  • Chen, C. & Hong, R. (2023). Business of Involution: Self-Study Rooms and Work Culture in China. Journal of Cultural Economy. Accepted.
  • Hong, R. (2023). Plasticity: Accounting for Adaptation in Sociotechnical Systems. International Journal of Communication. Accepted.
  • Hong, R. (2022). Curative Platforms: Disability, Access, and Food Delivery Work in Singapore New Media & Society. Onlinefirst
  • Hong, R. (2022). Telecommuting Pedagogies: White Plasticity and the Ecological Imaginaries of Working-From-Home. Social Text, 40(2), 21-48.
  • Hong, R. (2021). Media Probes. Probing Interfaces: New Games, Spacewar!, and the Gamification of Complexity. International Journal of Communication, 15, 1836-1854. Available at:  https://ijoc.org/index.php/ijoc/article/view/16384/3415
  • Hong, R. (2017). Office Interiors and the Fantasy of Information Work, Triple C: Communication, Capitalism & Critique, 15(2), 543-564. Available at: http://triple-c.at/index.php/tripleC/article/view/763
  • Hong, R. (2016). Soft Skills and Hard Numbers: Gender Discourse in Human Resources, Big Data & Society, 1-13. Available at: http://bds.sagepub.com/content/3/2/2053951716674237.full.pdf+html
  • Hong, R. (2015). Finding passion in work: Media, passion and career guides. European Journal of Cultural Studies, 18(2), 190–206.
  • 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. & 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.
  • Hong, R. (2013) Game modding, prosumerism and neoliberal labor practices. International Journal of Communication, 7, 984–1002. Available at: ijoc.org/index.php/ijoc/article/download/1659/900
  • 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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