This book constitutes the refereed proceedings of the Third International Conference on Persuasive Technology, PERSUASIVE 2008, held in Oulu, Finland, in June 2008. The 17 revised full papers and 12 revised short papers presented together with 3 keynote papers were carefully reviewed and selected from 63 submissions. The papers are organized in topical sections on social network systems, knowledge management, applications, conceptual frameworks, perspectives on persuasive technology, peer-to-peer and social networks, self-persuasion and timing, well-being applications, and theoretical considerations.
Social problems in many domains, including health, education, social relationships, and the workplace, have their origins in human behavior. The documented links between behavior and social problems have compelled governments and organizations to prioritize and mobilize efforts to develop effective, evidence-based means to promote adaptive behavior change. In recognition of this impetus, The Handbook of Behavior Change provides comprehensive coverage of contemporary theory, research, and practice on behavior change. It summarizes current evidence-based approaches to behavior change in chapters authored by leading theorists, researchers, and practitioners from multiple disciplines, including psychology, sociology, behavioral science, economics, philosophy, and implementation science. It is the go-to resource for researchers, students, practitioners, and policy makers looking for current knowledge on behavior change and guidance on how to develop effective interventions to change behavior.
Pervasive healthcare is an emerging research discipline, focusing on the development and application of pervasive and ubiquitous computing technology for healthcare and wellness. Pervasive healthcare seeks to respond to a variety of pressures on healthcare systems, including the increased incidence of life-style related and chronic diseases, emerging consumerism in healthcare, need for empowering patients and relatives for self-care and management of their health, and need to provide seamless access for healthcare services, independent of time and place. Pervasive healthcare may be defined from two perspectives. First, it is the development and application of pervasive computing (or ubiquitous computing, ambient intelligence) technologies for healthcare, health and wellness management. Second, it seeks to make healthcare available to anyone, anytime, and anywhere by removing locational, time and other restraints while increasing both the coverage and quality of healthcare. This book proposes to define the emerging area of pervasive health and introduce key management principles, most especially knowledge management, its tools, techniques and technologies. In addition, the book takes a socio-technical, patient-centric approach which serves to emphasize the importance of a key triumvirate in healthcare management namely, the focus on people, process and technology. Last but not least the book discusses in detail a specific example of pervasive health, namely the potential use of a wireless technology solution in the monitoring of diabetic patients.
This book constitutes the thoroughly refereed post-proceedings of the Second International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2007, held in Palo Alto, CA, USA, in April 2007. The 37 revised full papers presented were carefully reviewed and selected from numerous submissions for inclusion in the book. The papers are organized in topical sections and cover a broad range of subjects.
This book constitutes the proceedings of the 5th International Conference on Persuasive Technology, PERSUASIVE 2010, held in Copenhagen Denmark in June 2010. The 25 papers presented were carefully reviewed and selected from 80 submissions. In addition three keynote papers are included in this volume. The topics covered are emotions and user experience, ambient persuasive systems, persuasive design, persuasion profiles, designing for health, psychology of persuasion, embodied and conversational agents, economic incentives, and future directions for persuasive technology.
This book constitutes the refereed proceedings of the 12th International Conference on Persuasive Technology, PERSUASIVE 2017, held in Amsterdam, The Netherlands, in April 2017. The 23 revised full papers presented were carefully reviewed and selected from 85 submissions. The papers are grouped in topical sections on health(care), monitoring, and coaching; personality, personalization, and persuasion; motivations, facilitators, and barriers; design principles and strategies.
Can computers change what you think and do? Can they motivate you to stop smoking, persuade you to buy insurance, or convince you to join the Army? "Yes, they can," says Dr. B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. Fogg has coined the phrase "Captology"(an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers.In this thought-provoking book, based on nine years of research in captology, Dr. Fogg reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. Technology designers, marketers, researchers, consumers—anyone who wants to leverage or simply understand the persuasive power of interactive technology—will appreciate the compelling insights and illuminating examples found inside. Persuasive technology can be controversial—and it should be. Who will wield this power of digital influence? And to what end? Now is the time to survey the issues and explore the principles of persuasive technology, and B.J. Fogg has written this book to be your guide.* Filled with key term definitions in persuasive computing*Provides frameworks for understanding this domain*Describes real examples of persuasive technologies
This book constitutes the refereed proceedings of the 9th International Conference on Persuasive Technology, PERSUASIVE 2014, held in Padua, Italy, in May 2014. The 27 revised full papers and 12 revised short papers presented were carefully reviewed and selected from 58 submissions. In addition to the themes of persuasive technology dealt with in the previous editions of the conference, this edition highlighted a special theme, i.e. persuasive, motivating, empowering videogames.
Designing Interventions' brings together theory-based tools developed in behavioural science to understand and change behaviour to form a step-by-step intervention design manual. This book is for anyone with an interest in changing behaviour regardless of whether they have a background in behavioural science.