Persuasive Technology
20th International Conference, PERSUASIVE 2025, Limassol, Cyprus, May 5-7, 2025, Proceedings
Herausgegeben:Win, Khin Than; Ali, Raian; Karapanos, Evangelos; Papadopoulos, George A.; Oyibo, Kiemute; Vlahu-Gjorgievska, Elena
Persuasive Technology
20th International Conference, PERSUASIVE 2025, Limassol, Cyprus, May 5-7, 2025, Proceedings
Herausgegeben:Win, Khin Than; Ali, Raian; Karapanos, Evangelos; Papadopoulos, George A.; Oyibo, Kiemute; Vlahu-Gjorgievska, Elena
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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.
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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.
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.
Produktdetails
- Produktdetails
- Lecture Notes in Computer Science 15711
- Verlag: Springer / Springer Nature Switzerland / Springer, Berlin
- Artikelnr. des Verlages: 978-3-031-94958-6
- Seitenzahl: 356
- Erscheinungstermin: 10. Juni 2025
- Englisch
- Abmessung: 235mm x 155mm x 20mm
- Gewicht: 540g
- ISBN-13: 9783031949586
- ISBN-10: 3031949587
- Artikelnr.: 74155224
- Herstellerkennzeichnung
- Springer-Verlag GmbH
- Tiergartenstr. 17
- 69121 Heidelberg
- ProductSafety@springernature.com
- Lecture Notes in Computer Science 15711
- Verlag: Springer / Springer Nature Switzerland / Springer, Berlin
- Artikelnr. des Verlages: 978-3-031-94958-6
- Seitenzahl: 356
- Erscheinungstermin: 10. Juni 2025
- Englisch
- Abmessung: 235mm x 155mm x 20mm
- Gewicht: 540g
- ISBN-13: 9783031949586
- ISBN-10: 3031949587
- Artikelnr.: 74155224
- Herstellerkennzeichnung
- Springer-Verlag GmbH
- Tiergartenstr. 17
- 69121 Heidelberg
- ProductSafety@springernature.com
.- 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.
.- 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.
.- 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.
.- 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.







