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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 or Explorative Technology?
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    Chapter 2 How Can Persuasive Technology Help People Choose for Themselves?
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    Chapter 3 Software Architecture Design for Health BCSS: Case Onnikka
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    Chapter 4 Viewing and Controlling Personal Sensor Data: What Do Users Want?
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    Chapter 5 Persuasive Technology
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    Chapter 6 Personalized Persuasive Technology – Development and Validation of Scales for Measuring Persuadability
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    Chapter 7 The Scrabble of Language towards Persuasion: Changing Behaviors in Journalism
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    Chapter 8 Persuasive Technology
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    Chapter 9 An Activist Lens for Sustainability: From Changing Individuals to Changing the Environment
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    Chapter 10 Persuasive Technology
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    Chapter 11 Persuasive Technology
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    Chapter 12 Three Approaches to Ethical Considerations in the Design of Behavior Change Support Systems
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    Chapter 13 Using Log-Data as a Starting Point to Make eHealth More Persuasive
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    Chapter 14 Where to Place My Ambient Persuasive Display? Insights from a Six-Month Study
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    Chapter 15 Persuasive Technology
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    Chapter 16 Personalizing Triggers for Charity Actions
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    Chapter 17 Examining the Efficacy of a Persuasive Technology Package in Reducing Texting and Driving Behavior
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    Chapter 18 Enhanced Reach: Assisting Social Interaction Based on Geometric Relationships
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    Chapter 19 Identifying Persuasive Qualities of Decentralized Peer-to-Peer Online Social Networks in Public Health
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    Chapter 20 Modeling Gender Differences in Healthy Eating Determinants for Persuasive Intervention Design
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    Chapter 21 Social Stairs: Taking the Piano Staircase towards Long-Term Behavioral Change
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    Chapter 22 Invisible Work: An Ambient System for Awareness and Reflection of Household Tasks
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    Chapter 23 I Didn’t Know That Virtual Agent Was Angry at Me: Investigating Effects of Gaze Direction on Emotion Recognition and Evaluation
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    Chapter 24 Persuasive Technology
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    Chapter 25 Persuading Consumers to Reduce Their Consumption of Electricity in the Home
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    Chapter 26 Spotz: A Location-Based Approach to Self-awareness
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    Chapter 27 Bro-cam: Improving Game Experience with Empathic Feedback Using Posture Tracking
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    Chapter 28 Trusting Digital Chameleons: The Effect of Mimicry by a Virtual Social Agent on User Trust
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    Chapter 29 Toward the Design of a Dashboard to Promote Environmentally Sustainable Behavior among Office Workers
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    Chapter 30 Sustainability in the Workplace: Nine Intervention Techniques for Behavior Change
Attention for Chapter 12: Three Approaches to Ethical Considerations in the Design of Behavior Change Support Systems
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About this Attention Score

  • Average Attention Score compared to outputs of the same age
  • Above-average Attention Score compared to outputs of the same age and source (58th percentile)

Mentioned by

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Citations

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Chapter title
Three Approaches to Ethical Considerations in the Design of Behavior Change Support Systems
Chapter number 12
Book title
Persuasive Technology
Published in
Lecture notes in computer science, April 2013
DOI 10.1007/978-3-642-37157-8_12
Book ISBNs
978-3-64-237156-1, 978-3-64-237157-8
Authors

Pasi Karppinen, Harri Oinas-Kukkonen

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 74 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 2 3%
Netherlands 1 1%
Germany 1 1%
Austria 1 1%
Unknown 69 93%

Demographic breakdown

Readers by professional status Count As %
Student > Master 18 24%
Researcher 15 20%
Student > Ph. D. Student 13 18%
Student > Doctoral Student 4 5%
Professor > Associate Professor 4 5%
Other 10 14%
Unknown 10 14%
Readers by discipline Count As %
Computer Science 26 35%
Design 12 16%
Social Sciences 6 8%
Arts and Humanities 5 7%
Engineering 3 4%
Other 10 14%
Unknown 12 16%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 2. 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 04 April 2013.
All research outputs
#13,684,530
of 22,703,044 outputs
Outputs from Lecture notes in computer science
#4,124
of 8,124 outputs
Outputs of similar age
#109,731
of 199,817 outputs
Outputs of similar age from Lecture notes in computer science
#16
of 41 outputs
Altmetric has tracked 22,703,044 research outputs across all sources so far. This one is in the 38th percentile – i.e., 38% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,124 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 47th percentile – i.e., 47% of its peers scored the same or lower than it.
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 199,817 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 44th percentile – i.e., 44% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 41 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 58% of its contemporaries.