A co-produced online cultural experience compared to a typical museum website for mental health in people aged 16–24: A proof-of-principle randomised controlled trial
107.63
2110
Putra D.I.A.; Farida U.; Sartika D.; Kasdi A.; Handayani S.
Quranic Mental Health amidst pandemic: a cultural-hermeneutic reading to the Salawat community in Indonesia
An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care
111.52
2910
Hollander J.B.; Sussman A.; Lowitt P.; Angus N.; Situ M.; Magnuson A.
Insights into wayfinding: urban design exploration through the use of algorithmic eye-tracking software
111.667
2761
Askarizad R.; He J.
Post-pandemic urban design: The equilibrium between social distancing and social interactions within the built environment
112.676
2021
Jiang M.; Yang J.; Joo E.; Kim T.
The Effect of Ad Authenticity on Advertising Value and Consumer Engagement: A Case Study of COVID-19 Video Ads
114.223
2444
Wehbe R.R.; Whaley C.; Eskandari Y.; Suarez A.; Nacke L.E.; Hammer J.; Lank E.
Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study with Expert Participants
114.508
2022
Lou C.; Zhou X.; Huang X.; Qiu C.; Yuan M.
Fostering consumer engagement during an omnipresent victim crisis: understanding the role of values in pandemic-themed advertising
114.614
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from Horizon 2020 - the EU Framework Programme
for Research and Innovation (2014-2020) -
under Grant Agreement n°870935.
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