Persuasive Technology

Second International Conference on Persuasive Technology, PERSUASIVE 2007, Palo Alto, CA, USA, April 26-27, 2007, Revised Selected Papers

  • Editors
  • Yvonne de Kort
  • Wijnand IJsselsteijn
  • Cees Midden
  • Berry Eggen
  • B. J. Fogg
Conference proceedings PERSUASIVE 2007

DOI: 10.1007/978-3-540-77006-0

Part of the Lecture Notes in Computer Science book series (LNCS, volume 4744)

Table of contents

  1. Front Matter
  2. Technology That Motivates Health Behavior

  3. Persuading People with Video Games

    1. Rilla Khaled, Pippin Barr, James Noble, Ronald Fischer, Robert Biddle
      Pages 36-47
    2. Sabine Niebuhr, Daniel Kerkow
      Pages 48-54
  4. New Form Factors for Persuasive Technology

    1. Magnus Bang, Anton Gustafsson, Cecilia Katzeff
      Pages 55-63
    2. Abdullah Al Mahmud, Pavan Dadlani, Omar Mubin, Suleman Shahid, Cees Midden, Oliver Moran
      Pages 64-67
  5. Surrounded by High-Tech Persuasion

    1. Katarina Segerståhl, Harri Oinas-Kukkonen
      Pages 80-91
    2. Wolfgang Reitberger, Bernd Ploderer, Christoph Obermair, Manfred Tscheligi
      Pages 92-95
    3. Conrad Wai, Pete Mortensen
      Pages 96-99
  6. Controlling People by Using Digital Punishment

    1. Julie Leth Jespersen, Anders Albrechtslund, Peter Øhrstrøm, Per Hasle, Jørgen Albretsen
      Pages 109-120
  7. Technology That Motivates Groups to Unify

    1. Mark Brodie, Jennifer Lai, Jonathan Lenchner, William Luken, Kavitha Ranganathan, Jung-Mu Tang et al.
      Pages 121-124
    2. Alyssa J. O’Brien, Christine Alfano, Eva Magnusson
      Pages 125-131
    3. Joan Morris DiMicco, Walter Bender
      Pages 132-143

About these proceedings

Introduction

Persuasive technology is the general class of technologies that purposefully apply psychological principles of persuasion – principles of credibility, trust, reciprocity, authority and the like – in interactive media, in the service of changing their users’ attitudes and behavior. Only one year ago, in 2006, the first international conference in this area, PERSUASIVE 2006 was hosted in Eindhoven. The conference was entirely geared towards communicating the progress made in the area of persuasive technology, and towards presenting recent results in theory, design, technology and evaluation. It brought together a wide range of research fields, including social psychology, HCI, computer science, industrial design, engineering, game design, communication science, and human factors, and the formula worked: plans for a follow-up were made immediately upon its conclusion. PERSUASIVE 2007, the second international conference on persuasive technology, was hosted by Stanford University, April 26–27. The program featured a large number of presentations, both oral and in poster format, on new findings, new conceptualizations and designs, and new reflections on persuasion through technology. Sponsored by the National Science Foundation, this conference featured the best new insights into how video games, mobile phone applications, and Web sites can be designed to motivate and influence people.

Keywords

Bluetooth Design User Experience User Experience (UX) communication communication science data mining e-commerce elderly environmental psychology game design human-computer interaction (HCI) learning persuasive technology unmanned aerial vehicle

Bibliographic information

  • Copyright Information Springer-Verlag Berlin Heidelberg 2007
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science
  • Print ISBN 978-3-540-77005-3
  • Online ISBN 978-3-540-77006-0
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349