LEADER 06587nam 22007815 450 001 996466015303316 005 20200630163042.0 010 $a3-319-31510-2 024 7 $a10.1007/978-3-319-31510-2 035 $a(CKB)3710000000627365 035 $a(SSID)ssj0001659993 035 $a(PQKBManifestationID)16441473 035 $a(PQKBTitleCode)TC0001659993 035 $a(PQKBWorkID)14988691 035 $a(PQKB)10057416 035 $a(DE-He213)978-3-319-31510-2 035 $a(MiAaPQ)EBC5594667 035 $a(PPN)19277199X 035 $a(EXLCZ)993710000000627365 100 $a20160330d2016 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aPersuasive Technology$b[electronic resource] $e11th International Conference, PERSUASIVE 2016, Salzburg, Austria, April 5-7, 2016, Proceedings /$fedited by Alexander Meschtscherjakov, Boris De Ruyter, Verena Fuchsberger, Martin Murer, Manfred Tscheligi 205 $a1st ed. 2016. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2016. 215 $a1 online resource (XIV, 366 p. 63 illus.) 225 1 $aInformation Systems and Applications, incl. Internet/Web, and HCI ;$v9638 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a3-319-31509-9 327 $aTailoring Web Pages for Persuasion on Prevention Topics: Message Framing, Color Priming and Gender -- Supporting Users in Setting Effective Goals in Activity Tracking -- Persuasive and Culture-aware Feedback Acquisition -- Crowd-Designed Motivation: Combining Personality and the Trans-theoretical Model -- The EDIE Method - Towards an Approach to Collaboration-Based Persuasive Design -- Persuasive Backfiring: When Behavior Change Interventions Trigger Unintended Negative Outcomes -- Captology and Technology Appropriation: Unintended Use as a Source for Designing Persuasive Technologies -- Self-Reflection and Mindfulness States: Designing Mobile Tools for Cultivating Curiosity and Decentering Situated in Everyday Life -- Alcohol Behaviour Change: Lessons Learned from User Reviews of iTunes Apps -- Persuasive Strategies to Improve Driving Behaviour of Elderly Drivers by a Feedback Approach -- Creating Awareness of Sleep-Wake Hours by Gamification -- Cicero: Middleware for Developing Persuasive Mobile Applications -- Formalization of Computational Human Behavior Models for Contextual Persuasive Technology -- The Persuasive Potential Questionnaire (PPQ): Challenges, Drawbacks, and Lessons Learned -- Persuasive Practices: Learning from Home Security Advisory Services -- Persuasive Patterns in Q&A Social Networks -- Utilizing a Digital Game as a Mediatory Artifact for Social Persuasion to Prevent Speeding -- Smile Catcher: Can Game Design Lead To Positive Social Interactions -- More than Sex: The Role of Femininity and Masculinity in the Design of Personalized Persuasive Games -- A Gamified Solution to Brief Interventions for Nightlife Well-Being -- Long-Term Effects of Computerized Simulations in Protracted Conflicts: The Case of Global Conflicts -- Understanding Changes in the Motivation of Stroke Patients Undergoing Rehabilitation in Hospital -- Developing a Virtual Coach for Chronic Patients: A User Study on the Impact of Similarity, Familiarity and Realism -- Improving Adherence in Automated e-Coaching -- Online Peer Groups as a Persuasive Tool to Combat Digital Addiction -- Red Radiators Versus Red Tulips: The Influence of Context on the Interpretation and Effectiveness of Color-Based Ambient Persuasive Technology -- Investigating Politeness Strategies and Their Persuasiveness for a Robotic Elderly Assistant -- RightOnTime: The Role of Timing and Unobtrusiveness in Behavior Change Support Systems -- Persuasive Information Security: Techniques to Help Employees Protect Organizational Information Security -- Lock Up the Lighter: Experience Prototyping of a Lively Reflective Design for Smoking Habit Control. . 330 $aThis book constitutes the refereed proceedings of the 11th International Conference on Persuasive Technology, PERSUASIVE 2016, held in Salzburg, Austria, in April 2016. The 27 revised full papers and 3 revised short papers presented were carefully reviewed and selected from 73 submissions. The papers are grouped in topical sections on individual differences, theoretical reflections, prevention and motivation, methods and models, games and gamification, interventions for behavior change, and design strategies and techniques. 410 0$aInformation Systems and Applications, incl. Internet/Web, and HCI ;$v9638 606 $aComputers and civilization 606 $aUser interfaces (Computer systems) 606 $aHealth informatics 606 $aApplication software 606 $aComputer communication systems 606 $aComputers and Society$3https://scigraph.springernature.com/ontologies/product-market-codes/I24040 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aHealth Informatics$3https://scigraph.springernature.com/ontologies/product-market-codes/I23060 606 $aInformation Systems Applications (incl. Internet)$3https://scigraph.springernature.com/ontologies/product-market-codes/I18040 606 $aComputer Communication Networks$3https://scigraph.springernature.com/ontologies/product-market-codes/I13022 615 0$aComputers and civilization. 615 0$aUser interfaces (Computer systems). 615 0$aHealth informatics. 615 0$aApplication software. 615 0$aComputer communication systems. 615 14$aComputers and Society. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aHealth Informatics. 615 24$aInformation Systems Applications (incl. Internet). 615 24$aComputer Communication Networks. 676 $a004.019 702 $aMeschtscherjakov$b Alexander$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aDe Ruyter$b Boris$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aFuchsberger$b Verena$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aMurer$b Martin$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aTscheligi$b Manfred$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996466015303316 996 $aPersuasive Technology$9772782 997 $aUNISA