This book constitutes the refereed proceedings of the First International Conference on Persuasive Technology for human well-being, PERSUASIVE 2006.
The 31 revised full papers presented together with 1 introductory paper are organized in topical sections on psychological principles of persuasive technology, persuasive technology: theory and modelling, design, applications and evaluations, ethics of persuasive technology persuasive gerontechnology, and ambient intelligence and persuasive technology.
Inhaltsverzeichnis
Persuasive 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.