Nansong Zhou
Biographic Data
| ID | 3855820 |
|---|---|
| NAME | Nansong Zhou |
| GIVEN NAMES | Nansong |
| FAMILY NAME | Zhou |
| SIGNATURE | ZHOU N |
| AFFILIATIONS | New York University |
| ORCID | 0000-0002-7242-2670 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Leveraging digital health technology to transform depression literacy in China: Evidence from a serious game intervention
Digital health technologies (DHTs) offer innovative avenues for mental health education, yet their effectiveness is often limited by a lack of cultural adaptation. This study examines how a culturally grounded serious game (SG), exemplified by The Room of Depression and incorporating digital health features such as lifelike narratives and aesthetic visual design, can function as a communication intervention to improve depression literacy and redu…
Spiritual opium and the spiritual opium war: A cultural history of arcade games and console games in 1990s China
In the 1990s, in China, arcade and console games were called "spiritual opium." Why were video games labeled spiritual drugs, specifically opium, as opposed to other types of drugs? How did the mainstream media gradually depict video games as spiritual opium? The term "spiritual opium" carries profound historical and political connotations and is skillfully employed by media entities to disparage video games, fostering adverse perceptions among t…
How to correctly identify herbal materials in market: A case study based on DNA barcodes
Background: Traditional methods for identifying herbal medicines have many shortcomings. In this study, we aim to test discriminating ability of DNA barcodes and explore feasible method on evaluating identification results.Materials and Methods: Materials of whole-plant medicines were sampled from herbal market. 111 samples were used for DNA sequencing of ITS2 and trnH-psbA regions. Assembled sequences were searched against reference database usi…
Spiritual opium and the spiritual opium war: A cultural history of arcade games and console games in 1990s China
In the 1990s, in China, arcade and console games were called "spiritual opium." Why were video games labeled spiritual drugs, specifically opium, as opposed to other types of drugs? How did the mainstream media gradually depict video games as spiritual opium? The term "spiritual opium" carries profound historical and political connotations and is skillfully employed by media entities to disparage video games, fostering adverse perceptions among t…
How to correctly identify herbal materials in market: A case study based on DNA barcodes
Background: Traditional methods for identifying herbal medicines have many shortcomings. In this study, we aim to test discriminating ability of DNA barcodes and explore feasible method on evaluating identification results.Materials and Methods: Materials of whole-plant medicines were sampled from herbal market. 111 samples were used for DNA sequencing of ITS2 and trnH-psbA regions. Assembled sequences were searched against reference database usi…
Spiritual opium and the spiritual opium war: A cultural history of arcade games and console games in 1990s China
In the 1990s, in China, arcade and console games were called "spiritual opium." Why were video games labeled spiritual drugs, specifically opium, as opposed to other types of drugs? How did the mainstream media gradually depict video games as spiritual opium? The term "spiritual opium" carries profound historical and political connotations and is skillfully employed by media entities to disparage video games, fostering adverse perceptions among t…
Leveraging digital health technology to transform depression literacy in China: Evidence from a serious game intervention
Digital health technologies (DHTs) offer innovative avenues for mental health education, yet their effectiveness is often limited by a lack of cultural adaptation. This study examines how a culturally grounded serious game (SG), exemplified by The Room of Depression and incorporating digital health features such as lifelike narratives and aesthetic visual design, can function as a communication intervention to improve depression literacy and redu…
Aesthetics (1 works) · Alternative medicine (1 works) · Art (1 works) · Asian Culture and Media Studies (1 works) · Biology (1 works) · Botany (1 works) · China (1 works) · Computational biology (1 works) · Computer Science (1 works) · Depression (economics) (1 works)