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Hua
Wang
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3
Inspiring Practice
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HIV / AIDS Communication
3
Behaviour Change Communication
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Entertainment Education, Edutainment
2
Edutainment Television Programmes
2
Health Campaigns: Monitoring & Evaluation
2
Health Campaigns: Experiences
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Audience Feedback, Interaction & Participation
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Mobile Phone Use: Minorities
1
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Campaigning: Experiences
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Campaigning: Planning & Implementation
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Crisis Communication
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Community Communication
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Content Analysis (Research Method)
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Behaviour Change Communication: Effects & Effectiveness
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Communication for Social Change
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Edutainment Campaigns: Experiences
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Edutainment Health Programmes
1
Edutainment Radio Programmes
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Digital Healthcare & Information, Mobile Health, E-Health, Telemedicine
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Digital Platform & Intermediaries Regulation
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Educational Games, Serious Games
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Social Norms
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Evaluation Methods, Evaluation Tools
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Meta Evaluations, Cluster Evaluations
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Good Practice Examples
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Health Communication
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Cancer Prevention, Cancer Communication
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COVID-19 Communication
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Health Campaigns: Concepts & Strategies
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Health Campaigns: Effects & Effectiveness
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Health Campaigns: Planning & Implementation
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Persuasive Communication
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Using Markers for Digital Engagement and Social Change: Tracking Meaningful Narrative Exchange in Transmedia Edutainment with Text Analytics Techniques
Digital Health, volume 8 (2022), pp. 1-18
"While social media offer an unprecedented opportunity for orchestrating large-scale communication campaigns, it is often difficult to track audience responses on various digital platforms over time and to ascertain if their engagement is aligned with the original intention. In this article, we shar
...
Communication Infrastructure and Community Mobilization: The Case of Gram Vaani’s Covid-19 Response Network for the Marginalized in India
Journal of Development Communication, volume 32, issue 2 (2021), pp. 73-86
"In this article, we employed communication infrastructure theory (CIT) to analyze Gram Vaani’s (“Voice of the Village”) Covid-19 Response Network in India. We reviewed key CIT components (i.e., storytelling network and communication action context) and their applications in civic engagement,
...
Entertainment-Education Behind the Scenes: Case Studies for Theory and Practice
Inspiring Practice
Cham: Palgrave Macmillan (2021), xxxiii, 354 pp.
"This book lays out the history of entertainment-education and discusses the boundaries of what counts as entertainment-education and narrative persuasion, includes both authors who work within academia and authors who are practitioners, and chapters focusing on developed and developing countries; d
...
Social Media and Crisis Communication
New York; London: Routledge (2018), xx, 461 pp.
"Social Media and Crisis Communication provides a unique and timely contribution to the field of crisis communication by addressing how social media are influencing the practice of crisis communication. The book, with a collection of chapters contributed by leading communication researchers, covers
...
Strategies for Developing Global Health Programs
New York et al.: Peter Lang (2014), 383 pp.
Health Communication: Strategies for Developing Global Health Programs
New York: Peter Lang (2013), vii, 383 pp.
"Promotion of healthy behaviors and prevention of disease are inextricably linked to cultural understandings of health and well-being. Health communication scholarship and practice can substantially and strategically contribute to people living safer, healthier, and happier lives. This book represen
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Public Communication Campaigns
Thousand Oaks et al.: Sage, 4th ed. (2013), xiii, 376 pp.
"In this fully revised and expanded Fourth Edition, Ronald E. Rice and Charles K. Atkin provide readers with a comprehensive, up-to-date look into the field of public communication campaigns. Updated to reflect the latest theories and research, this text extends coverage to new areas, including sun
...
Entertainment-Education Through Digital Games
In: Serious games: Mechanisms and effects
Ute RItterfield, Michael Cody, Peter Verderer (eds.)
New York; London: Routledge (2009), pp. 271-292
"In summary, the present chapter analyzed the role of digital games in the growing practice of entertainment-education. We argued that serious games should not be automatically labeled as E-E digital games just because they include some social content. Connections were drawn between the social inter
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