Persuasive Technology: First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings / Edition 1

Persuasive Technology: First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings / Edition 1

by Wijnand IJsselsteijn
     
 

ISBN-10: 3540342915

ISBN-13: 9783540342915

Pub. Date: 06/14/2006

Publisher: Springer Berlin Heidelberg

This book constitutes the refereed proceedings of the First International Conference on Persuasive Technology for human well-being, PERSUASIVE 2006.

The 31 revised full papers presented together with 1 introductory paper are organized in topical sections on psychological principles of persuasive technology, persuasive technology: theory and modelling, design

Overview

This book constitutes the refereed proceedings of the First International Conference on Persuasive Technology for human well-being, PERSUASIVE 2006.

The 31 revised full papers presented together with 1 introductory paper are organized in topical sections on psychological principles of persuasive technology, persuasive technology: theory and modelling, design, applications and evaluations, ethics of persuasive technology persuasive gerontechnology, and ambient intelligence and persuasive technology.

Product Details

ISBN-13:
9783540342915
Publisher:
Springer Berlin Heidelberg
Publication date:
06/14/2006
Series:
Lecture Notes in Computer Science / Information Systems and Applications, incl. Internet/Web, and HCI Series, #3962
Edition description:
2006
Pages:
224
Product dimensions:
0.50(w) x 6.14(h) x 9.21(d)

Table of Contents

Persuasive Technology for Human Well-Being: Setting the Scene.- Persuasive Technology for Human Well-Being: Setting the Scene.- Psychological Principles of Persuasive Technology.- The Six Most Powerful Persuasion Strategies.- Changing Induced Moods Via Virtual Reality.- Technology Adds New Principles to Persuasive Psychology: Evidence from Health Education.- Persuasiveness of a Mobile Lifestyle Coaching Application Using Social Facilitation.- Cueing Common Ecological Behaviors to Increase Environmental Attitudes.- Persuasive Appliances: Goal Priming and Behavioral Response to Product-Integrated Energy Feedback.- The Persuasive Power of Mediated Risk Experiences.- Social Presence as a Conduit to the Social Dimensions of Online Trust.- Persuasive Technology: Theory and Modelling.- Feeling Strangely Fine: The Well-Being Economy in Popular Games.- Our Place or Mine? Exploration into Collectivism-Focused Persuasive Technology Design.- Persuasion Artifices to Promote Wellbeing.- Well-Being to “Well Done!”: The Development Cycle in Role-Playing Games.- Using Computational Agents to Motivate Diet Change.- Investigating Social Software as Persuasive Technology.- Towards an Architecture for an Adaptive Persuasive System.- Persuasive Technology: Design, Applications and Evaluations.- Persuasive Design: Fringes and Foundations.- The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption.- Break the Habit! Designing an e-Therapy Intervention Using a Virtual Coach in Aid of Smoking Cessation.- Persuasive Technologies in Education: Improving Motivation to Read and Write for Children.- Communication and Persuasion Technology: Psychophysiology of Emotions and User-Profiling.- Effect of a Virtual Coach on Athletes’ Motivation.- Self-management of Vascular Patients Activated by the Internet and Nurses: Rationale and Design.- Visualizing Energy Consumption of Radiators.- Ethics of Persuasive Technology.- Captology: A Critical Review.- Persuasive Gerontechnology.- Persuasive GERONtechnology: An Introduction.- Persuasive Technology for Leisure and Health: Development of a Personal Navigation Tool.- Persuasive Story Table: Promoting Exchange of Life History Stories Among Elderly in Institutions.- Persuasive Pillboxes: Improving Medication Adherence with Personal Digital Assistants.- Persuasive GERONtechnology: Reaping Technology’s Coaching Benefits at Older Age.- Ambient Intelligence and Persuasive Technology.- perCues: Trails of Persuasion for Ambient Intelligence.- Biofeedback Revisited: Dynamic Displays to Improve Health Trajectories.- Erratum.- The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption.

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