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Persuasive technology = 20th Interna...
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International Conference on Persuasive Technology for Human Well-Being (2025 :)
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Persuasive technology = 20th International Conference, PERSUASIVE 2025, Limassol, Cyprus, May 5-7, 2025 : proceedings /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Persuasive technology/ edited by Khin Than Win ... [et al.].
Reminder of title:
20th International Conference, PERSUASIVE 2025, Limassol, Cyprus, May 5-7, 2025 : proceedings /
remainder title:
PERSUASIVE 2025
other author:
Win, Khin Than.
corporate name:
International Conference on Persuasive Technology for Human Well-Being
Published:
Cham :Springer Nature Switzerland : : 2025.,
Description:
xiii, 342 p. :ill. (chiefly color), digital ;24 cm.
[NT 15003449]:
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.
Contained By:
Springer Nature eBook
Subject:
Persuasion (Psychology) - Congresses. - Computer programs -
Online resource:
https://doi.org/10.1007/978-3-031-94959-3
ISBN:
9783031949593
Persuasive technology = 20th International Conference, PERSUASIVE 2025, Limassol, Cyprus, May 5-7, 2025 : proceedings /
Persuasive technology
20th International Conference, PERSUASIVE 2025, Limassol, Cyprus, May 5-7, 2025 : proceedings /[electronic resource] :PERSUASIVE 2025edited by Khin Than Win ... [et al.]. - Cham :Springer Nature Switzerland :2025. - xiii, 342 p. :ill. (chiefly color), digital ;24 cm. - Lecture notes in computer science,157111611-3349 ;. - Lecture notes in computer science ;15711..
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.
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.
ISBN: 9783031949593
Standard No.: 10.1007/978-3-031-94959-3doiSubjects--Topical Terms:
907096
Persuasion (Psychology)
--Computer programs--Congresses.
LC Class. No.: BF637.P4
Dewey Class. No.: 153.852
Persuasive technology = 20th International Conference, PERSUASIVE 2025, Limassol, Cyprus, May 5-7, 2025 : proceedings /
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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.
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