LEADER 06413nam 22007095 450 001 996466230303316 005 20200705140255.0 010 $a3-319-78978-3 024 7 $a10.1007/978-3-319-78978-1 035 $a(CKB)4100000003359621 035 $a(DE-He213)978-3-319-78978-1 035 $a(MiAaPQ)EBC6303648 035 $a(MiAaPQ)EBC5579797 035 $a(Au-PeEL)EBL5579797 035 $a(OCoLC)1030612702 035 $a(PPN)226696480 035 $a(EXLCZ)994100000003359621 100 $a20180402d2018 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aPersuasive Technology$b[electronic resource] $e13th International Conference, PERSUASIVE 2018, Waterloo, ON, Canada, April 18-19, 2018, Proceedings /$fedited by Jaap Ham, Evangelos Karapanos, Plinio P. Morita, Catherine M. Burns 205 $a1st ed. 2018. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2018. 215 $a1 online resource (XIII, 312 p.) 225 1 $aInformation Systems and Applications, incl. Internet/Web, and HCI ;$v10809 311 $a3-319-78977-5 327 $aThinking about persuasive technology from the strategic business perspective: A call for research on cost-based competitive advantage -- What makes it persuasive -- Sustaining Health Behaviors Through Empowerment: A Deductive Theoretical Model of Behavior Change Based on Information and Communication Technology (ICT) -- Can an Enterprise System Persuade? The Role of Perceived Effectiveness and Social Influence -- Is it my looks? Or something I said? The Impact of Explanations, Embodiment, and Expectations on Trust and Performance in Human-Robot Teams -- Building Online Platforms for Peer Support Groups as a Persuasive Behavioural Change Technique -- A Decision-Making Perspective on Coaching Behavior Change: A Field Experiment on Promoting Exercise at Work -- Towards Finding Windows of Opportunity for Ubiquitous Healthy Eating Interventions -- Influencing Participant Behavior Through a Notification-Based Recommendation System -- Using Visual Cues to Leverage the Use of Speech Input in the Vehicle -- Time Off: Designing Lively Representations as Imaginative Triggers for Healthy Smartphone Use -- Rationale Behind Socially Influencing Design Choices for Health Behavior Change -- The Values of Self-tracking and Persuasive eCoaching according to Employees and Human Resource Advisors for a Workplace Stress Management Application: a Qualitative Study -- Participatory Design of a Persuasive Mobile Application for Helping Entrepreneurs to Recover from Work -- Might we learn from learning? -- Shock Tactics: Perceived Controversy in Molleindustria Persuasive Games -- Reflection through Gaming: Reinforcing health message response through gamified rehearsal -- Designing and testing credibility: The case of a serious game on nightlife risks -- Persuasive Interventions for Sustainable Travel Choices Leveraging Users? Personality and Mobility Type -- Building Website Certificate Mental Models -- Persuasive Technology to Support Chronic Health Conditions: Investigating the Optimal Persuasive Strategies for Persons with COPD -- Cardiovascular Reactions during Exposure to Persuasion Principles -- Consumers? Need for Uniqueness and The Influence of Persuasive Strategies in E-commerce -- Using an Artificial Agent as a Behavior Model to Promote Assistive Technology Acceptance -- Understanding Home Energy Saving Recommendations. 330 $aThis book constitutes the refereed proceedings of the 13th International Conference on Persuasive Technology, PERSUASIVE 2018, held in Waterloo, ON, Canada, in April 2018. The 21 revised full papers and 4 short papers presented were carefully reviewed and selected from 59 submissions. The papers demonstrate how persuasive technologies can help solve societal issues. They explore new frontiers for persuasive technology, such as personalized persuasion, new sensor usage, uses of big data, and new ways of creating engagement through gaming or social connection, focusing on a variety of technologies (e.g., web, wearables, AI, and smart environments). The papers are organized in the following topical sections: social means to persuasion; nudging and just-in-time interventions; design principles and practices; persuasive games; personalization and tailoring; and theoretical reflections. . 410 0$aInformation Systems and Applications, incl. Internet/Web, and HCI ;$v10809 606 $aComputers and civilization 606 $aApplication software 606 $aUser interfaces (Computer systems) 606 $aSpecial purpose computers 606 $aComputers and Society$3https://scigraph.springernature.com/ontologies/product-market-codes/I24040 606 $aInformation Systems Applications (incl. Internet)$3https://scigraph.springernature.com/ontologies/product-market-codes/I18040 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 Appl. in Social and Behavioral Sciences$3https://scigraph.springernature.com/ontologies/product-market-codes/I23028 615 0$aComputers and civilization. 615 0$aApplication software. 615 0$aUser interfaces (Computer systems). 615 0$aSpecial purpose computers. 615 14$aComputers and Society. 615 24$aInformation Systems Applications (incl. Internet). 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aSpecial Purpose and Application-Based Systems. 615 24$aComputer Appl. in Social and Behavioral Sciences. 676 $a153.852 702 $aHam$b Jaap$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aKarapanos$b Evangelos$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aMorita$b Plinio P$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aBurns$b Catherine M$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996466230303316 996 $aPersuasive Technology$9772782 997 $aUNISA