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Persuasive Technology

Overview of attention for book
Cover of 'Persuasive Technology'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Persuasive Technology for Human Well-Being: Setting the Scene
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    Chapter 2 The Six Most Powerful Persuasion Strategies
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    Chapter 3 Changing Induced Moods Via Virtual Reality
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    Chapter 4 Technology Adds New Principles to Persuasive Psychology: Evidence from Health Education
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    Chapter 5 Persuasiveness of a Mobile Lifestyle Coaching Application Using Social Facilitation
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    Chapter 6 Cueing Common Ecological Behaviors to Increase Environmental Attitudes
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    Chapter 7 Persuasive Appliances: Goal Priming and Behavioral Response to Product-Integrated Energy Feedback
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    Chapter 8 The Persuasive Power of Mediated Risk Experiences
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    Chapter 9 Social Presence as a Conduit to the Social Dimensions of Online Trust
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    Chapter 10 Feeling Strangely Fine: The Well-Being Economy in Popular Games
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    Chapter 11 Our Place or Mine? Exploration into Collectivism-Focused Persuasive Technology Design
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    Chapter 12 Persuasion Artifices to Promote Wellbeing
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    Chapter 13 Well-Being to “Well Done!”: The Development Cycle in Role-Playing Games
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    Chapter 14 Using Computational Agents to Motivate Diet Change
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    Chapter 15 Investigating Social Software as Persuasive Technology
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    Chapter 16 Towards an Architecture for an Adaptive Persuasive System
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    Chapter 17 Persuasive Design: Fringes and Foundations
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    Chapter 18 The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption
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    Chapter 19 Break the Habit! Designing an e-Therapy Intervention Using a Virtual Coach in Aid of Smoking Cessation
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    Chapter 20 Persuasive Technologies in Education: Improving Motivation to Read and Write for Children
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    Chapter 21 Communication and Persuasion Technology: Psychophysiology of Emotions and User-Profiling
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    Chapter 22 Effect of a Virtual Coach on Athletes’ Motivation
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    Chapter 23 Self-management of Vascular Patients Activated by the Internet and Nurses: Rationale and Design
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    Chapter 24 Visualizing Energy Consumption of Radiators
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    Chapter 25 Captology: A Critical Review
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    Chapter 26 Persuasive GERONtechnology: An Introduction
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    Chapter 27 Persuasive Technology for Leisure and Health: Development of a Personal Navigation Tool
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    Chapter 28 Persuasive Story Table: Promoting Exchange of Life History Stories Among Elderly in Institutions
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    Chapter 29 Persuasive Pillboxes: Improving Medication Adherence with Personal Digital Assistants
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    Chapter 30 Persuasive GERONtechnology: Reaping Technology’s Coaching Benefits at Older Age
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    Chapter 31 perCues: Trails of Persuasion for Ambient Intelligence
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    Chapter 32 Biofeedback Revisited: Dynamic Displays to Improve Health Trajectories
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    Chapter 33 The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption
Attention for Chapter 1: Persuasive Technology for Human Well-Being: Setting the Scene
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About this Attention Score

  • Above-average Attention Score compared to outputs of the same age (64th percentile)
  • Good Attention Score compared to outputs of the same age and source (72nd percentile)

Mentioned by

1 Wikipedia page


17 Dimensions

Readers on

294 Mendeley
1 CiteULike
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Chapter title
Persuasive Technology for Human Well-Being: Setting the Scene
Chapter number 1
Book title
Persuasive Technology
Published in
Lecture notes in computer science, May 2006
DOI 10.1007/11755494_1
Book ISBNs
978-3-54-034291-5, 978-3-54-034293-9

Wijnand IJsselsteijn, Yvonne de Kort, Cees Midden, Berry Eggen, Elise van den Hoven

Mendeley readers

The data shown below were compiled from readership statistics for 294 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 8 3%
United Kingdom 5 2%
Italy 5 2%
Netherlands 4 1%
France 3 1%
Germany 2 <1%
South Africa 2 <1%
Austria 2 <1%
Spain 2 <1%
Other 12 4%
Unknown 249 85%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 81 28%
Student > Master 72 24%
Researcher 40 14%
Student > Bachelor 36 12%
Student > Postgraduate 12 4%
Other 42 14%
Unknown 11 4%
Readers by discipline Count As %
Computer Science 145 49%
Psychology 43 15%
Design 30 10%
Social Sciences 22 7%
Engineering 17 6%
Other 21 7%
Unknown 16 5%

Attention Score in Context

This research output has an Altmetric Attention Score of 3. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 01 May 2017.
All research outputs
of 9,752,643 outputs
Outputs from Lecture notes in computer science
of 7,163 outputs
Outputs of similar age
of 262,656 outputs
Outputs of similar age from Lecture notes in computer science
of 110 outputs
Altmetric has tracked 9,752,643 research outputs across all sources so far. This one has received more attention than most of these and is in the 57th percentile.
So far Altmetric has tracked 7,163 research outputs from this source. They receive a mean Attention Score of 4.3. This one has gotten more attention than average, scoring higher than 59% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 262,656 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 64% of its contemporaries.
We're also able to compare this research output to 110 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 72% of its contemporaries.