Persuasive Technology (eBook, PDF)
20th International Conference, PERSUASIVE 2025, Limassol, Cyprus, May 5-7, 2025, Proceedings
Redaktion: Win, Khin Than; Vlahu-Gjorgievska, Elena; Oyibo, Kiemute; Papadopoulos, George A.; Karapanos, Evangelos; Ali, Raian
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Persuasive Technology (eBook, PDF)
20th International Conference, PERSUASIVE 2025, Limassol, Cyprus, May 5-7, 2025, Proceedings
Redaktion: Win, Khin Than; Vlahu-Gjorgievska, Elena; Oyibo, Kiemute; Papadopoulos, George A.; Karapanos, Evangelos; Ali, Raian
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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.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Springer International Publishing
- Seitenzahl: 342
- Erscheinungstermin: 9. Juni 2025
- Englisch
- ISBN-13: 9783031949593
- Artikelnr.: 74376055
- Verlag: Springer International Publishing
- Seitenzahl: 342
- Erscheinungstermin: 9. Juni 2025
- Englisch
- ISBN-13: 9783031949593
- Artikelnr.: 74376055
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
.- 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.







