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Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors

Overview of attention for book
Cover of 'Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors'

Table of Contents

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    Book Overview
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    Chapter 1 Design Decisions for a Real Time, Alcohol Craving Study Using Physio- and Psychological Measures
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    Chapter 2 Argumentation Schemes for Events Suggestion in an e-Health Platform
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    Chapter 3 e-Coaching for Intensive Cardiac Rehabilitation
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    Chapter 4 A Scoped Review of the Potential for Supportive Virtual Coaches as Adjuncts to Self-guided Web-Based Interventions
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    Chapter 5 Augmenting Group Medical Visits with Conversational Agents for Stress Management Behavior Change
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    Chapter 6 Letters to Medical Devices: A Case Study on the Medical Device User Requirements of Female Adolescents and Young Adults with Type 1 Diabetes
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    Chapter 7 Deconstructing Pokémon Go – An Empirical Study on Player Personality Characteristics
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    Chapter 8 Personalized Assistant for Health-Conscious Grocery Shoppers
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    Chapter 9 Exploring the Links Between Persuasion, Personality and Mobility Types in Personalized Mobility Applications
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    Chapter 10 Adapting Healthy Eating Messages to Personality
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    Chapter 11 Computers and People Alike
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    Chapter 12 Office Workers’ Perceived Barriers and Facilitators to Taking Regular Micro-breaks at Work: A Diary-Probed Interview Study
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    Chapter 13 On the Design of Subly : Instilling Behavior Change During Web Surfing Through Subliminal Priming
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    Chapter 14 Kilowh.at – Increasing Energy Awareness Using an Interactive Energy Comparison Tool
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    Chapter 15 Persuasive Technology Against Public Nuisance – Public Urination in the Urban Nightlife District
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    Chapter 16 Commitment Devices as Behavior Change Support Systems: A Study of Users’ Perceived Competence and Continuance Intention
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    Chapter 17 “Don’t Say That!”
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    Chapter 18 Using Argumentation to Persuade Students in an Educational Recommender System
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    Chapter 19 Pokémon WALK: Persuasive Effects of Pokémon GO Game-Design Elements
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    Chapter 20 Why Are Persuasive Strategies Effective? Exploring the Strengths and Weaknesses of Socially-Oriented Persuasive Strategies
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    Chapter 21 Strategies and Design Principles to Minimize Negative Side-Effects of Digital Motivation on Teamwork
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    Chapter 22 Investigation of Social Predictors of Competitive Behavior in Persuasive Technology
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    Chapter 23 Perceived Effectiveness, Credibility and Continuance Intention in E-commerce: A Study of Amazon
Attention for Chapter 20: Why Are Persuasive Strategies Effective? Exploring the Strengths and Weaknesses of Socially-Oriented Persuasive Strategies
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Chapter title
Why Are Persuasive Strategies Effective? Exploring the Strengths and Weaknesses of Socially-Oriented Persuasive Strategies
Chapter number 20
Book title
Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors
Published in
Lecture notes in computer science, March 2017
DOI 10.1007/978-3-319-55134-0_20
Book ISBNs
978-3-31-955133-3, 978-3-31-955134-0
Authors

Rita Orji, Orji, Rita

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user 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 72 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Finland 1 1%
Unknown 71 99%

Demographic breakdown

Readers by professional status Count As %
Student > Master 15 21%
Student > Ph. D. Student 13 18%
Researcher 6 8%
Professor > Associate Professor 4 6%
Student > Bachelor 3 4%
Other 10 14%
Unknown 21 29%
Readers by discipline Count As %
Computer Science 25 35%
Psychology 5 7%
Social Sciences 4 6%
Design 3 4%
Engineering 2 3%
Other 6 8%
Unknown 27 38%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. 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 27 March 2017.
All research outputs
#18,539,663
of 22,961,203 outputs
Outputs from Lecture notes in computer science
#6,023
of 8,137 outputs
Outputs of similar age
#234,991
of 307,895 outputs
Outputs of similar age from Lecture notes in computer science
#74
of 113 outputs
Altmetric has tracked 22,961,203 research outputs across all sources so far. This one is in the 11th percentile – i.e., 11% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,137 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 13th percentile – i.e., 13% of its peers scored the same or lower than it.
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We're also able to compare this research output to 113 others from the same source and published within six weeks on either side of this one. This one is in the 18th percentile – i.e., 18% of its contemporaries scored the same or lower than it.