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Chengzi Jiang

Biographic Data

ID4425440
NAMEChengzi Jiang
GIVEN NAMESChengzi
FAMILY NAMEJiang
SIGNATUREJIANG C
AFFILIATIONSGriffith University
ORCID0000-0003-1381-5527
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS1
AUTHOR COUNT2
EDITOR COUNT0
FIRST PUBLICATION YEAR2025
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Virtual reality in school-based health promotion: A mixed-methods evaluation of adolescent alcohol, vaping, and other drug use prevention

    Open Access•Chengzi Jiang, Pamela Saleme et al.•ARTICLE•Health Promotion International•2026

    School-based health promotion is a key setting for fostering positive youth health behaviours. Digital and immersive technologies offer promising opportunities to engage young people. This study explores a virtual reality (VR) intervention designed to prevent alcohol, vaping, and cannabis use among secondary school students. The intervention allowed students to navigate realistic, branching scenarios simulating peer pressure and substance use, ai…

  • Exploring spooky atmosphere’s creation in folk performance

    Open Access•Xianyang Hu, Chengzi Jiang et al.•ARTICLE•Geoforum•2025•Cited by: 1•References: 45

  • Exploring spooky atmosphere’s creation in folk performance

    Open Access•Xianyang Hu, Chengzi Jiang et al.•ARTICLE•Geoforum•2025•Cited by: 1•References: 45

  • Exploring spooky atmosphere’s creation in folk performance

    Open Access•Xianyang Hu, Chengzi Jiang et al.•ARTICLE•Geoforum•2025•Cited by: 1•References: 45

  • Virtual reality in school-based health promotion: A mixed-methods evaluation of adolescent alcohol, vaping, and other drug use prevention

    Open Access•Chengzi Jiang, Pamela Saleme et al.•ARTICLE•Health Promotion International•2026

    School-based health promotion is a key setting for fostering positive youth health behaviours. Digital and immersive technologies offer promising opportunities to engage young people. This study explores a virtual reality (VR) intervention designed to prevent alcohol, vaping, and cannabis use among secondary school students. The intervention allowed students to navigate realistic, branching scenarios simulating peer pressure and substance use, ai…

Adventure Sports and Sensation Seeking (1 works) · Digital health (1 works) · Educational Games and Gamification (1 works) · Focus group (1 works) · Geographies of human-animal interactions (1 works) · Health literacy (1 works) · Health promotion (1 works) · Interactivity (1 works) · Intervention (counseling) (1 works) · Pediatric Pain Management Techniques (1 works)

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