Waste It On Me and #TheGreatBTSBillboardHunt: An experiential campaign that mobilized locally and engaged globally

In 2018, one mysterious billboard in Hollywood sparked a hashtag that trended on Worldwide Twitter. How did a campaign that focused on hyper-local “offline” activity in American cities manage to engage thousands of fans from around the globe, who couldn’t directly participate?

I was a presenter at the Korean Marketing Association’s 2020 ICAMA-KAS International Conference. I shared “Waste It On Me and #TheGreatBTSBillboardHunt: A case study of social media-powered promotions that mobilized locally and engaged globally” at the online event on October 31, 2020 (Korea Standard Time).

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BTS and positive psychology: New pathways for exploring BTS’ effect on well-being

I presented a virtual booth (short paper) on the topic of “BTS and positive psychology: New pathways for exploring BTS’ effect on well-being” at Rhizome Connect, a virtual social and scholarly event for BTS fans. The conference took place August 7 – 16, 2020 and was presented by the Rhizomatic Revolution Review, a peer-reviewed publication about BTS.

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Publication – Healing Spaces: Feasibility of a multisensory experience for older adults with advanced dementia and their caregivers

A paper on the design and feasibility evaluations of Healing Spaces was published as part of the proceedings of the PETRA ’20 Conference on PErvasive Technologies Related to Assistive Environments. I contributed to the paper as second author, particularly in section 4.1 describing the RITE study, which I led during the project’s development. 

Named Best Novelty Paper at PETRA 2020 Best Paper Awards

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Published in Well Played: A Special Issue on Meaningful Play and Games for Social and Emotional Learning

I was an author on ‘Butterfly Lovers: Design rationale of a cooperative virtual reality game for promoting compassion in multigenerational families.’ This article is about a collaborative VR game in development at USC’s Creative Media & Behavioral Health Center. I provided content for the literature review, presenting relevant psychological scholarship about games, virtual reality, well-being, resilience, and compassion.

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