Have you used any forms of online media to engage in cultural and creative experiences from home? How do you think the virtual experience differ from attending a physical event? Do you think participating in arts and cultural activities brings some joyful moments, creates deeper friendship and relationships, or even bridges your memories, existence and aspiration of the past, the present, and the future? What could be some of the challenges and potential risks in terms of cultural policy, creative industries and creative consumption?
Dr Christine Choy who researches and teaches BA in Cultural and Creative Industries (BA-CCI) and MA in Cultural Heritage Management (MA-CHM) has been conducting a series of research and teaching projects seeking to respond to the above questions.
Underpinning Research
The research highlights the significant role of home-based engagement in cultural and creative activities during the COVID-19 pandemic, particularly through digital platforms. Studies reveal that participation in these activities is influenced by demographic factors such as age, gender, education level, marital status, and employment status. Specifically, research has found individuals who are female, single, young, employed, and highly educated are more likely to engage in online cultural and creative activities. Additionally, access to digital platforms and media literacy are critical for full participation in these virtual experiences.
The pandemic has underscored the emotional and psychological benefits of engaging in cultural and creative activities at home. Research demonstrates that such engagement can alleviate stress, loneliness, anxiety, and depression, while promoting emotional well-being. Creative arts and music therapy, in particular, have been shown to enhance mental and physical health by providing emotional coping mechanisms, such as distraction, fostering a problem-solving mindset, and boosting confidence. However, there is limited exploration of how different types of cultural and creative activities specifically contribute to emotional coping during crises, highlighting a gap for future research. Overall, these findings emphasize the dual impact of home-based cultural engagement: addressing digital inequalities and supporting emotional resilience during challenging times.
Project Outputs
The impact generated from the research includes academic publication, cultural policy commentary, media interviews, innovative teaching pedagogy and public lecture series. In particular, the social impacts are mainly four-folded:
- Community Engagement: Cooperating with inter-generational community and integrating local art, culture and history can increase the audience's attention and recognition of conservation and strengthen the cultural identity of the community. Cultural policies are called upon to provide more digital infrastructure for facilitating cross-sector collaboration practices for artists and cultural practitioners.
- Co-creation for art and culture: Through participating both online and offline art and cultural activities, public can participate in the process of co-creation, research, and interpretation, and jointly create and share knowledge and online stories. Narrowing digital gap is one of the keys to access the opportunities for home-based art engagement.
- Digital Humanities: Art technology and artificial intelligence are more commonly used in customization of creative production and consumption. Digital media and AI literacy become more important for artists and creators. For instance, growing practices for museums, galleries, heritage sites to integrate virtual exhibitions, game experiences and digital learning to provide an interactive art tour and cultural heritage conservation experience.
- Game-based Learning/ Game as Heritage: Digital literacy allows education to be more fun and everyday life. The introduction of game elements, such as competition, rewards, achievements, and rankings, can stimulate the interest and motivation of art and cultural heritage conservation audiences and increase their participation and commitment. On the other hand, video games are increasingly considered as a form of cultural heritage in major museums and its fandom motivates different forms of global creative economy.


Selected Publication and Conference Presentation
- Choy, C. H. Y. and Ho, S. Y. K. (Forthcoming, 2025). Digital fandom. In Nai, A., Groemping, M., & Wirz. D. (Co-ed.). Encyclopaedia of political communication. Edward Elgar Publishers.
- Choy, C. H. Y. (June, 2024). Cultural production for home-based arts engagement: Understanding the power and resistance of creative practitioners in a (post) pandemic era presented at the 74th Annual Conference of the International Communication Association, Gold Coast, Australia, 20-24 June, 2024.
- Choy, C. H. Y. (2023). An interdisciplinary spectacle in video game preservation and education: Retro.HK Gaming Expo 2022. In Conceptual practice – Research and pedagogy in art, design, and creative Industries (Vol.1).: Pistoia, Italy: Nives Edizioni.
- Choy, C. H. Y. and Yip, C. H. P. (May, 2022). Algorithmic culture in digital fandom: Data fan practices and fragmented fan community in the Chinese pop music idol industry. Paper presented at the 72nd Annual International Communication Association (ICA) Annual Conference, Paris (Virtual), France. May 26-30, 2022.
- Choy, C. H. Y. & Huang, Y. H. C. (2021). Reimaging a glocal framework: The search for academic legitimacy in Chinese public relations discipline from 1985 to 2018. Asian Journal of Communication. DOI: 10.1080/01292986.2021.1961284
Innovative Teaching Practices and Social Impact
The RETRO.HK Gaming Expo 2022 @ HSUHK, Auditorium (D201) of HSUHK
Co-led by Dr Christine Choy and Dr Pui-sze Cheung, RETRO.HK Gaming Expo 2022 was organised as the first Retro Gaming Expo incorporating three educational themes: (1) "The Evolution of Video Games", (2) "Cityscapes of Asia in Games" and (3) "A Creative Industry Perspective to Award-winning Games: Culture, Media, Design and Creative Market". Co-organized by the RETRO.HK, Department of Art and Design and Department of Social Science of the Hang Seng University of Hong Kong, the three-day RETRO.HK Gaming expo featured over 1,000 visitors. Publics were introduced to the evolution and culture of video games. A video game arcade comprising over 40 sets of classic and indie games and consoles, together with a RETROCUP Gaming Competition, were open to all for free.

News coverage and publicity on Retro.HK Gaming Expo 2022 @ HSUHK
- Archiving old-school video games can help preserve Hong Kong culture, says founder of local retro-gaming group (South China Morning Post, Young Post)
- 恒大復古遊戲展覽 重拾電動遊戲回憶 (Oriental Daily News)
- 復古盃鬥一番 恒大舉行復古遊戲展覽 本周六辦超級街頭霸王對戰比賽 (Hong Kong Economic Times)
- 恒大復古遊戲展 校長學生《街霸》過招 恒大校長與學生對戰「街霸」(Sing Tao Daily)
Related Public Lecture
- SDG Public Lecture: Video Games as Cultural Heritage: Preserving Video Games in the Digital Age, Stella Fung Siu Wan Space For All, G/F, HSUHK Library Archive: https://www.youtube.com/watch?v=5CU25ixLEUo
- SDG Public Lecture: The Development of Video Games Industry in Asia, Stella Fung Siu Wan Space For All, G/F, HSUHK Library Archive: https://www.youtube.com/watch?v=W4-GMEb1FTw

Cultural Policy Commentary
- 蔡曉瑩(2024年10月31日),"「大嘥鬼」來了——分析公共服務宣傳的吉祥物設計" , 香港:明報。
- 蔡曉瑩 (2024年8月8日), "當旅遊可能成為城市的負擔:觀光污染與文化遺產保護的全球經驗", 香港:明報。
- 蔡曉瑩 (2024年6月27日), "當城市夜景成為畫布——文創產業、盛事經濟與文化政策", 香港:明報。
- 蔡曉瑩 (2024年3月28日), "藝術三月:如何讓文藝走進生活", 香港:明報。
- 蔡曉瑩 (2024年2月15日), "「打卡」文化:以照片為基礎的社交媒體與城市生活", 香港:明報。
- 蔡曉瑩(2023年11月23日)。數碼化文化保育——以數碼策略及教育遊戲探索文化遺產魅力。香港:明報。
- 蔡曉瑩 (2023年9月7日)。「夜經濟」的今昔與未來——打造文體旅產業鏈雙向發展。香港:明報。
Media Interviews
- 國際盛事落戶香港 東方之珠享負盛名。香港:I Money雜誌,2024年4月29日。
- 巨石與花海的啟示。香港:明報,2024年3月24日。
- 未來城市:滑短片成癮 新一代精神鴉片? 與其禁用 不如教與管。香港:明報,2024年3月24日。

Other Research-related Articles
- Choy, C. H. Y. (2022). Being Alone Together? Home-based Arts and Cultural Engagement in Everyday Lives During the Pandemic. Erudition, November 2022, (HSUHK Research), p.13-14.
- Choy, C. H. Y. (2022).【大嘥鬼五型人格的研究學者】Research Featured by Mr. Wong Kam Sing, Former Secretary for the Environment of the HKSAR Government

Acknowledgement of Research Grant Projects
Several research projects led by Dr Christine Choy of the Department of Art and Design of The School of Humanities and Social Science have been supported by the following research grants, including the Faculty Development Scheme of the Research Grants Council of Hong Kong, HSUHK Strategic Development Grant, and the International Association of Cultural and Creative Industry Research of the Shanghai Jiao Tong University.
- Choy, C. H. Y., Hui, C. K. D. (Co-I), Chan, R. C. H. (Co-I). (2024-2025) Arts for well-being: The impact of arts engagement on parental stress and mental well-being" Faculty Development Scheme (FDS), Research Grants Council (RGC). [UGC/FDS14/H08/23].
- Choy, C. H. Y., Hui, C. K. D. (Co-I), Yang, Y. H. R. (Co-I). (2022-2024). Art at home: The impact of new media and online cultural production on home-based arts engagement. Faculty Development Scheme (FDS), Research Grants Council (RGC). [UGC/FDS14/H09/21]
- Choy, C. H. Y., Cheung, P. S., Li, C. K. J. and Mok, K. W. P. (2022-2023). From Retro to the Metaverse Games: Imagining Asia and Creative Industries from the Past, the Present, to the Future. HSUHK Strategic Development Grant (SDG) 2022/23.
- Choy, C. H. Y., Cui, D., Wu, F., Xu, D. (2021-2023). Living the fantasy on Xiaohongshu: Embodied spatial practices of urban lifestyles, project funded by International Association of Cultural and Creative Industry Research, Institute of Cultural and Creative Industry (ICCI), Shanghai Jiao Tong University.