1.

Record Nr.

UNISA996664548303316

Autore

Win Khin Than

Titolo

Persuasive Technology : 20th International Conference, PERSUASIVE 2025, Limassol, Cyprus, May 5-7, 2025, Proceedings / / edited by Khin Than Win, Raian Ali, Evangelos Karapanos, George A. Papadopoulos, Kiemute Oyibo, Elena Vlahu-Gjorgievska

Pubbl/distr/stampa

Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025

ISBN

3-031-94959-5

Edizione

[1st ed. 2025.]

Descrizione fisica

1 online resource (499 pages)

Collana

Lecture Notes in Computer Science, , 1611-3349 ; ; 15711

Altri autori (Persone)

AliRaian

KarapanosEvangelos

PapadopoulosGeorge A

OyiboKiemute

Vlahu-GjorgievskaElena

Disciplina

303.4834

Soggetti

Computers and civilization

Computer networks

Application software

User interfaces (Computer systems)

Human-computer interaction

Artificial intelligence

Computers and Society

Computer Communication Networks

Computer and Information Systems Applications

User Interfaces and Human Computer Interaction

Artificial Intelligence

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di contenuto

-- Personalized Persuasion.  -- Design of a Personalised AI Coaching Assistant for Occupational Health and Safety.  -- Analysing user feedback on Commerical diet tracking app.  -- Personalized Social Proof for Persuasive Human-Robot Interaction.  -- Personalized Digital Interventions for Behavior Change: Insights from the MoM App Study.  -- Theory and Exploration.  -- Exploring the Potential and Limitations



of Large Language Models to Control the Behavior of Embodied Persuasive Agents.  -- Insights into the Design of Ethical and Trustworthy Persuasive Technologies.  -- Effect of Competitive and Cooperative Learning Contexts in Controversial Information Search: Preliminary Results.  -- The Heuristic Evaluation of Manipulative Interfaces.  -- Digital Persuasion: Understanding the Impact of Online Influencers on Public Opinion.  -- Design and Solutions.  -- LifeLink: The Design and Evaluation of an mHealth App for Caregivers Supporting Individuals with Suicidality.  -- Bridging Research and Practice in Persuasive Mobile Stress Management Apps: A 21-Year Comparative Analysis and Novel Design Framework.  -- Designing Behavior Change Support Systems for Recovery from Addictions: Mapping Software Features with Counseling Strategies.  -- Investigation of the Eye Donor Aust app’s Persuasiveness.  -- MyHealthCore: Towards A Community-Engaged HIV Prevention Persuasive mHealth App for Black Communities in Canada.  -- Emotions and Behaviour.  -- Health Risk Management Using Persuasive Technology: A Scoping Review.  -- Evaluation of an Emotion-Aware Persuasive Framework Based on Peripheral Interaction for Reducing Physical Strain in Office Environments.  -- On People’s Susceptibility to Persuasive Techniques in Social Engineering: Is It About the Technique or Their Readiness to Be Persuaded.  -- Behavior Change Games.  -- AMRageddon v1: The Design and Usability Evaluation of a Digital Escape Room Game for Antimicrobial Resistance Education through Persuasive technology.  -- PetBuddy: An Examination of Augmented Reality Mobile Health Game for Promoting Physical Activity.  -- The Motivational Appeal of Persuasive Strategies in a Healthy Eating Behaviour Change Game.  -- Personality and Individual Differences.  -- (Un)sustainable Personalities: The Role of Personality When Persuading To Adopt Sustainable Behaviours.  -- Non binary-people are harder to persuade: evidence and insights.  -- Gamified vs. Non-Gamified Language Learning: the Role of Working Memory and Gaming Disorder.

Sommario/riassunto

This book constitutes the refereed proceedings of the 20th International Conference on Persuasive Technology, PERSUASIVE 2025, held in Limassol, Cyprus, during May 5–7, 2025. The 17 full papers and 6 short papers included in this book were carefully reviewed and selected from 49 submissions. They are organized in topical sections as follows: Personalized Persuasion; Theory and Exploration; Design and Solutions; Emotions and Behaviour; Behavior Change Games; Personality and Individual Differences. .