Era | Sophisticated VR experiences, AI-driven personalized messaging |
Goal | Behavior change, public health, societal norms |
Type | Communication strategy |
Origin | Governments and organizations |
Mediums | Print • Radio • TV • VR • AI |
Methods | Advertising • Immersive experiences • Personalized messaging |
Benefits | Successful behavior change • Better public health outcomes • Societal norms shaping |
Examples |