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Qiaohe Zhang

Biographic Data

ID7804645
NAMEQiaohe Zhang
GIVEN NAMESQiaohe
FAMILY NAMEZhang
SIGNATUREZHANG Q
AFFILIATIONSHuaibei Normal University
ORCID0000-0002-7951-6426
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS0
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2023
LATEST PUBLICATION YEAR2025
H-INDEX0
  • Play, watch, share

    Open Access•Qian Zhang, Qiaohe Zhang et al.•ARTICLE•Humanities and Social Sciences…•2025

    A digital game, as a type of virtual entertainment with the widest audience rang, is an important media form that should be integrated into the cultural presence. Black Myth: Wukong is the first Chinese digital game to shift from a hit game to a cultural phenomenon. Previous studies have shown that cultural presence is crucial for cultural dissemination. This study examines the dissemination mode of the cultural presence of digital games through …

  • A study on the emotional and attitudinal behaviors of social media users under the sudden reopening policy of the Chinese government

    Open Access•Qiaohe Zhang, Tianyue Niu et al.•ARTICLE•Frontiers in Public Health•2023

    Introduction: Since the outbreak of the COVID-19 pandemic, the Chinese government has implemented a series of strict prevention and control policies to prevent the spread of the virus. Recently, the Chinese government suddenly changed its approach and lifted all prevention and control measures. This sudden change in policy is expected to lead to a widespread outbreak of COVID-19 in China, and the public and local governments are not adequately pr…

  • Analysis of the evolving factors of social media users’ emotions and behaviors

    Open Access•Qiaohe Zhang, Jinhua Yang et al.•ARTICLE•BMC Public Health•2023

    The outbreak of the COVID-19 pandemic has triggered citizen panic and social crises worldwide. The Chinese government was the first to implement strict prevention and control policies. However, in December 2022, the Chinese government suddenly changed its prevention and control policies and completely opened up. This led to a large-scale infection of the epidemic in a short period of time, which will cause unknown social impacts. This study colle…

No prominent works on this page.

  • A study on the emotional and attitudinal behaviors of social media users under the sudden reopening policy of the Chinese government

    Open Access•Qiaohe Zhang, Tianyue Niu et al.•ARTICLE•Frontiers in Public Health•2023

    Introduction: Since the outbreak of the COVID-19 pandemic, the Chinese government has implemented a series of strict prevention and control policies to prevent the spread of the virus. Recently, the Chinese government suddenly changed its approach and lifted all prevention and control measures. This sudden change in policy is expected to lead to a widespread outbreak of COVID-19 in China, and the public and local governments are not adequately pr…

  • Analysis of the evolving factors of social media users’ emotions and behaviors

    Open Access•Qiaohe Zhang, Jinhua Yang et al.•ARTICLE•BMC Public Health•2023

    The outbreak of the COVID-19 pandemic has triggered citizen panic and social crises worldwide. The Chinese government was the first to implement strict prevention and control policies. However, in December 2022, the Chinese government suddenly changed its prevention and control policies and completely opened up. This led to a large-scale infection of the epidemic in a short period of time, which will cause unknown social impacts. This study colle…

  • Play, watch, share

    Open Access•Qian Zhang, Qiaohe Zhang et al.•ARTICLE•Humanities and Social Sciences…•2025

    A digital game, as a type of virtual entertainment with the widest audience rang, is an important media form that should be integrated into the cultural presence. Black Myth: Wukong is the first Chinese digital game to shift from a hit game to a cultural phenomenon. Previous studies have shown that cultural presence is crucial for cultural dissemination. This study examines the dissemination mode of the cultural presence of digital games through …

Computer Science (2 works) · Medicine (2 works) · Misinformation and Its Impacts (2 works) · Political science (2 works) · Psychology (2 works) · Public relations (2 works) · Social Psychology (2 works) · Advertising (1 works) · Anxiety (1 works) · Business (1 works)

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