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Nansong Zhou

Biographic Data

ID3855820
NAMENansong Zhou
GIVEN NAMESNansong
FAMILY NAMEZhou
SIGNATUREZHOU N
AFFILIATIONSNew York University
ORCID0000-0002-7242-2670
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS1
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2015
LATEST PUBLICATION YEAR2025
H-INDEX1
  • Leveraging digital health technology to transform depression literacy in China: Evidence from a serious game intervention

    Donghan Fu, Nansong Zhou et al.•ARTICLE•Asian Journal of Communication•2025

    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

    Open Access•Nansong Zhou•ARTICLE•Media International Australia•2024•Cited by: 1•References: 39

    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

    Open Access•D Zhang, Y Yang et al.•ARTICLE•African Journal of Traditional…•2015

    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

    Open Access•Nansong Zhou•ARTICLE•Media International Australia•2024•Cited by: 1•References: 39

    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

    Open Access•D Zhang, Y Yang et al.•ARTICLE•African Journal of Traditional…•2015

    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

    Open Access•Nansong Zhou•ARTICLE•Media International Australia•2024•Cited by: 1•References: 39

    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

    Donghan Fu, Nansong Zhou et al.•ARTICLE•Asian Journal of Communication•2025

    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)

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