LEADER 07866nam 22008175 450 001 996465900203316 005 20200701045809.0 010 $a3-540-34293-1 024 7 $a10.1007/11755494 035 $a(CKB)1000000000232981 035 $a(SSID)ssj0000319405 035 $a(PQKBManifestationID)11222534 035 $a(PQKBTitleCode)TC0000319405 035 $a(PQKBWorkID)10339714 035 $a(PQKB)10886613 035 $a(DE-He213)978-3-540-34293-9 035 $a(MiAaPQ)EBC3066538 035 $a(PPN)123134870 035 $a(EXLCZ)991000000000232981 100 $a20100301d2006 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aPersuasive Technology$b[electronic resource] $eFirst International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings /$fedited by Wijnand IJsselsteijn, Yvonne de Kort, Cees Midden, Berry Eggen, Elise van den Hoven 205 $a1st ed. 2006. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2006. 215 $a1 online resource (XII, 224 p.) 225 1 $aInformation Systems and Applications, incl. Internet/Web, and HCI ;$v3962 300 $aInternational conference proceedings. 311 $a3-540-34291-5 320 $aIncludes bibliographical references and index. 327 $aPersuasive 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. 330 $aPersuasive technology is the general class of technology that has the explicit purpose of changing human attitudes and behaviours. Persuasive technologies apply principles of social psychology in influencing people; principles of credibility, trust, reciprocity, authority and the like. Social psychologists have spent a great deal of effort over many years in trying to understand how attitude and behaviour change comes about, focusing on the effectiveness of human persuaders, and the persuasive power of messages delivered through non-interactive mass-media, such as newspapers or television. Harnessing the persuasive power of current interactive media, persuasive technology was recently identified as a separate research field, as evidenced by B.J. 1 Fogg?s first discussion of the domain. Fogg characterises computers designed to 2 persuade as the 5th major wave in computing . The scope of technologies that hold persuasive potential is broader than ICT alone, and includes persuasive product design and architectural design, yet the interactive nature of computers uniquely enables user-sensitive and user-adaptive responding, allowing persuasive messages to be tailored to the specific user in question, presented at the right place and at the right time, thereby heightening their likely persuasive impact. 410 0$aInformation Systems and Applications, incl. Internet/Web, and HCI ;$v3962 606 $aUser interfaces (Computer systems) 606 $aSpecial purpose computers 606 $aComputer communication systems 606 $aApplication software 606 $aArtificial intelligence 606 $aDatabase management 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aSpecial Purpose and Application-Based Systems$3https://scigraph.springernature.com/ontologies/product-market-codes/I13030 606 $aComputer Communication Networks$3https://scigraph.springernature.com/ontologies/product-market-codes/I13022 606 $aComputer Appl. in Social and Behavioral Sciences$3https://scigraph.springernature.com/ontologies/product-market-codes/I23028 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aDatabase Management$3https://scigraph.springernature.com/ontologies/product-market-codes/I18024 615 0$aUser interfaces (Computer systems). 615 0$aSpecial purpose computers. 615 0$aComputer communication systems. 615 0$aApplication software. 615 0$aArtificial intelligence. 615 0$aDatabase management. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aSpecial Purpose and Application-Based Systems. 615 24$aComputer Communication Networks. 615 24$aComputer Appl. in Social and Behavioral Sciences. 615 24$aArtificial Intelligence. 615 24$aDatabase Management. 676 $a153.8/52 702 $aIJsselsteijn$b Wijnand$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $ade Kort$b Yvonne$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aMidden$b Cees$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aEggen$b Berry$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $avan den Hoven$b Elise$4edt$4http://id.loc.gov/vocabulary/relators/edt 712 12$aInternational Conference on Persuasive Technology for Human Well-Being 906 $aBOOK 912 $a996465900203316 996 $aPersuasive Technology$9772782 997 $aUNISA