“The lunatic, the lover, and the poet”: ambiguous three-way authorship in Neil Gaiman’s Sandman #19, “A Midsummer Night’s Dream”
Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok’s Millennials With Depressive Symptoms: Interdisciplinary Game Development
Health Education Program for Improving of Food Intake of Breakfast and Vegetables Consumption: A Quasi Experiment among Elementary School Students in Indonesia