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Computer Science - HCI | Persuasive Technology

Persuasive Technology

Third International Conference, PERSUASIVE 2008, Oulu, Finland, June 4-6, 2008, Proceedings

Oinas-Kukkonen, H., Hasle, P., Harjumaa, M., Segerståhl, K., Øhrstrøm, P. (Eds.)


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Until recently, mostsoftwareapplications and technologiesweredeveloped wi- out much thought to how they in?uenced their users. This perspective is cha- ing.Today,industryexpertsandacademicsareembracingapurposefulapproach to persuasive design. In an industry context, designing for persuasion is bec- ingessentialforsuccess.Inacademicsettings,thestudyofpersuasivetechnology illuminates the principles that in?uence and motivate people in di?erent aspects of their lives. Persuasive technology is rapidly growing into a major discipline, sometimes referred to as captology or the study of computers as persuasive technologies. The previous Persuasive conferences held in Eindhoven (2006) and Stanford (2007) were infused with an energetic spirit and a large attendance, including representatives from both academia and industry. Persuasive 2008, hosted in Oulu, Finland in early June, was jointly or- nized by the University of Oulu, Finland and Aalborg University,Denmark. The northern location of Oulu, only some two hours away from the Arctic Circle, o?ers sunlight 24 hours a day, allowing conference participants to experience the midnight sun. This three-day conference placed persuasive technology on a ?rm scienti?c footing with an emphasis on social, psychological, rhetorical and ethical issues. Featuring full and short papers, posters and panels, Persuasive2008 highlighted new knowledge in the understanding and design of persuasive technology. The event brought together researchers, practitioners, and industry professionals - terested in this important new ?eld. Research themes of the conference included motivationaltechnology,persuasivegames,smartenvironments,Web2.0, mobile persuasion, well-being and health behavior. In addition, attendees and part- ipants explored the theory and ethics of persuasive technology, social and - ganizational issues, business models for persuasive systems, and conceptual and theoretical approaches.

Content Level » Research

Keywords » Design - affective interaction - behavior change - cognitive science - computer-mediated communication - context-aware computing - data mining - e-commerce - elderly - facebook - installatioin - knowledge management - persuasive technology - therapy - unmanned aerial vehicle

Related subjects » Artificial Intelligence - Communication Networks - Database Management & Information Retrieval - HCI - Information Systems and Applications

Table of contents 

Keynote Papers.- Affective Loop Experiences – What Are They?.- Fine Processing.- Mass Interpersonal Persuasion: An Early View of a New Phenomenon.- Social Network Systems.- Online Persuasion in Facebook and Mixi: A Cross-Cultural Comparison.- Website Credibility, Active Trust and Behavioural Intent.- Network Awareness, Social Context and Persuasion.- Knowledge Management.- Persuasion in Knowledge-Based Recommendation.- Persuasive Technology Design – A Rhetorical Approach.- Benevolence and Effectiveness: Persuasive Technology’s Spillover Effects in Retail Settings.- Applications.- Persuasive Technology for Shaping Social Beliefs of Rural Women in India: An Approach Based on the Theory of Planned Behaviour.- Enabling Calorie-Aware Cooking in a Smart Kitchen.- perFrames: Persuasive Picture Frames for Proper Posture.- Persuasion for Stronger Passwords: Motivation and Pilot Study.- Conceptual Frameworks.- Six Patterns for Persuasion in Online Social Networks.- A Systematic Framework for Designing and Evaluating Persuasive Systems.- Digital Therapy: Addressing Willpower as Part of the Cognitive-Affective Processing System in the Service of Habit Change.- Perspectives on Persuasive Technology.- The Persuasive Power of Human-Machine Dialogue.- Designing Persuasive Dialogue Systems: Using Argumentation with Care.- Categorization as Persuasion: Considering the Nature of the Mind.- A Qualitative Study of Culture and Persuasion in a Smoking Cessation Game.- Peer-to-Peer and Social Networks.- Exploring the Acceptability of Delayed Reciprocity in Peer-to-Peer Networks.- How to Build a Persuasive Web Application.- “Hey World, Take a Look at Me!”: Appreciating the Human Body on Social Network Sites.- Self-persuasion and Timing.- Digital Therapy: The Role of Digital Positive Psychotherapy in Successful Self-regulation.- Finding Kairos in Quitting Smoking: Smokers’ Perceptions of Warning Pictures.- Exploring the Persuasiveness of “Just-in-time” Motivational Messages for Obesity Management.- Well-Being Applications.- BLB: A Persuasive and Interactive Installation Designed to Improve Well-Being.- A Case Study on an Ambient Display as a Persuasive Medium for Exercise Awareness.- Technology that Persuades the Elderly.- Theoretical Considerations.- Design with Intent: Persuasive Technology in a Wider Context.- The Influence of Gender and Involvement Level on the Perceived Credibility of Web Sites.- Embodied Agents on Commercial Websites: Modeling Their Effects through an Affective Persuasion Route.

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