Persuasive Technology: First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006. Proceedings

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Persuasive technology is the general class of technology that has the explicit purpose of changing human attitudes and behaviours. Persuasive technologies apply principles of social psychology in influencing people; principles of credibility, trust, reciprocity, authority and the like. Social psychologists have spent a great deal of effort over many years in trying to understand how attitude and behaviour change comes about, focusing on the effectiveness of human persuaders, and the persuasive power of messages delivered through non-interactive mass-media, such as newspapers or television. Harnessing the persuasive power of current interactive media, persuasive technology was recently identified as a separate research field, as evidenced by B.J. 1 Fogg’s first discussion of the domain. Fogg characterises computers designed to 2 persuade as the 5th major wave in computing . The scope of technologies that hold persuasive potential is broader than ICT alone, and includes persuasive product design and architectural design, yet the interactive nature of computers uniquely enables user-sensitive and user-adaptive responding, allowing persuasive messages to be tailored to the specific user in question, presented at the right place and at the right time, thereby heightening their likely persuasive impact.

Author(s): Wijnand IJsselsteijn, Yvonne de Kort, Cees Midden, Berry Eggen, Elise van den Hoven (auth.), Wijnand A. IJsselsteijn, Yvonne A. W. de Kort, Cees Midden, Berry Eggen, Elise van den Hoven (eds.)
Series: Lecture Notes in Computer Science 3962 : Information Systems and Applications, incl. Internet/Web, and HCI
Edition: 1
Publisher: Springer-Verlag Berlin Heidelberg
Year: 2006

Language: English
Pages: 224
Tags: User Interfaces and Human Computer Interaction; Special Purpose and Application-Based Systems; Computer Communication Networks; Computer Appl. in Social and Behavioral Sciences; Artificial Intelligence (incl. Robotics); Database Manageme

Front Matter....Pages -
Persuasive Technology for Human Well-Being: Setting the Scene....Pages 1-5
The Six Most Powerful Persuasion Strategies....Pages 6-6
Changing Induced Moods Via Virtual Reality....Pages 7-15
Technology Adds New Principles to Persuasive Psychology: Evidence from Health Education....Pages 16-26
Persuasiveness of a Mobile Lifestyle Coaching Application Using Social Facilitation....Pages 27-38
Cueing Common Ecological Behaviors to Increase Environmental Attitudes....Pages 39-44
Persuasive Appliances: Goal Priming and Behavioral Response to Product-Integrated Energy Feedback....Pages 45-49
The Persuasive Power of Mediated Risk Experiences....Pages 50-54
Social Presence as a Conduit to the Social Dimensions of Online Trust....Pages 55-59
Feeling Strangely Fine: The Well-Being Economy in Popular Games....Pages 60-71
Our Place or Mine? Exploration into Collectivism-Focused Persuasive Technology Design....Pages 72-83
Persuasion Artifices to Promote Wellbeing....Pages 84-95
Well-Being to “Well Done!”: The Development Cycle in Role-Playing Games....Pages 96-99
Using Computational Agents to Motivate Diet Change....Pages 100-103
Investigating Social Software as Persuasive Technology....Pages 104-107
Towards an Architecture for an Adaptive Persuasive System....Pages 108-111
Persuasive Design: Fringes and Foundations....Pages 112-122
The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption....Pages 123-132
Break the Habit! Designing an e-Therapy Intervention Using a Virtual Coach in Aid of Smoking Cessation....Pages 133-141
Persuasive Technologies in Education: Improving Motivation to Read and Write for Children....Pages 142-153
Communication and Persuasion Technology: Psychophysiology of Emotions and User-Profiling....Pages 154-157
Effect of a Virtual Coach on Athletes’ Motivation....Pages 158-161
Self-management of Vascular Patients Activated by the Internet and Nurses: Rationale and Design....Pages 162-166
Visualizing Energy Consumption of Radiators....Pages 167-170
Captology: A Critical Review....Pages 171-182
Persuasive GERONtechnology: An Introduction....Pages 183-186
Persuasive Technology for Leisure and Health: Development of a Personal Navigation Tool....Pages 187-190
Persuasive Story Table: Promoting Exchange of Life History Stories Among Elderly in Institutions....Pages 191-194
Persuasive Pillboxes: Improving Medication Adherence with Personal Digital Assistants....Pages 195-198
Persuasive GERONtechnology: Reaping Technology’s Coaching Benefits at Older Age....Pages 199-202
perCues: Trails of Persuasion for Ambient Intelligence....Pages 203-206
Biofeedback Revisited: Dynamic Displays to Improve Health Trajectories....Pages 207-214
The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption....Pages E1-E1
Back Matter....Pages -