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Persuasive Technology

Overview of attention for book
Cover of 'Persuasive Technology'

Table of Contents

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    Book Overview
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    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 23: Self-management of Vascular Patients Activated by the Internet and Nurses: Rationale and Design
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Citations

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Chapter title
Self-management of Vascular Patients Activated by the Internet and Nurses: Rationale and Design
Chapter number 23
Book title
Persuasive Technology
Published in
Lecture notes in computer science, May 2006
DOI 10.1007/11755494_23
Book ISBNs
978-3-54-034291-5, 978-3-54-034293-9
Authors

Bertine M. B. Goessens, Frank L. J. Visseren, Alexander C. Geerts, Judith Wierdsma, Hubertus W. van den Borne, Ale Algra, Yolanda van der Graaf

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 22 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Netherlands 1 5%
Unknown 21 95%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 7 32%
Researcher 4 18%
Student > Master 4 18%
Other 3 14%
Student > Bachelor 1 5%
Other 1 5%
Unknown 2 9%
Readers by discipline Count As %
Computer Science 7 32%
Design 3 14%
Medicine and Dentistry 3 14%
Psychology 3 14%
Agricultural and Biological Sciences 1 5%
Other 3 14%
Unknown 2 9%