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Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People.
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Data sharing in the age of predictive psychiatry: an adolescent perspective.
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Online peer support training to promote adolescents' emotional support skills, mental health and agency during COVID-19: Randomised controlled trial and qualitative evaluation.
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Agents of Change for Mental Health: A Survey of Young People’s Aspirations for Participation across Five LMICs
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Love and Peace across Generations: Biobehavioral Systems and Global Partnerships
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How to Build a Game for Empirical Bioethics Research: The Case of “Tracing Tomorrow"
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