Why Are Persuasive Strategies Effective? Exploring the Strengths and Weaknesses of Socially-Oriented Persuasive Strategies
暂无分享,去创建一个
[1] Nilufar Baghaei,et al. Physical activity motivating games: virtual rewards for real activity , 2010, CHI.
[2] Tammy Toscos,et al. Chick clique: persuasive technology to motivate teenage girls to exercise , 2006, CHI Extended Abstracts.
[3] M. Harjumaa,et al. A Systematic Framework for Designing and Evaluating Persuasive Systems , 2008, PERSUASIVE.
[4] Rita Orji,et al. Persuasion and Culture: Individualism-Collectivism and Susceptibility to Influence Strategies , 2016, PPT@PERSUASIVE.
[5] Rik Crutzen,et al. A Web-based computer-tailored game to reduce binge drinking among 16 to 18 year old Dutch adolescents: development and study protocol , 2014, BMC Public Health.
[6] H. Oinas-Kukkonen,et al. Persuasive Features in Web-Based Alcohol and Smoking Interventions: A Systematic Review of the Literature , 2011, Journal of medical Internet research.
[7] B. J. Fogg,et al. Persuasive technology: using computers to change what we think and do , 2002, UBIQ.
[8] Julita Vassileva,et al. LunchTime: a slow-casual game for long-term dietary behavior change , 2013, Personal and Ubiquitous Computing.
[9] Corrie van der Lelie,et al. The value of storyboards in the product design process , 2006, Personal and Ubiquitous Computing.
[10] V. Braun,et al. Using thematic analysis in psychology , 2006 .
[11] Elke E. Mattheiss,et al. More than Sex: The Role of Femininity and Masculinity in the Design of Personalized Persuasive Games , 2016, PERSUASIVE.
[12] Magnus Bång,et al. The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption , 2006, PERSUASIVE.
[13] Elke E. Mattheiss,et al. Using Player Type Models for Personalized Game Design - An Empirical Investigation , 2016, IxD&A.
[14] Gregory D. Abowd,et al. Storyboarding: an empirical determination of best practices and effective guidelines , 2006, DIS '06.
[15] Rik Crutzen,et al. Effects of a Web-Based Computer-Tailored Game to Reduce Binge Drinking Among Dutch Adolescents: A Cluster Randomized Controlled Trial , 2016, Journal of Medical Internet Research.
[16] Boris E. R. de Ruyter,et al. Adaptive Persuasive Systems: A Study of Tailored Persuasive Text Messages to Reduce Snacking , 2012, TIIS.
[17] Margaret E. Beier,et al. Teaching the Biological Consequences of Alcohol Abuse through an Online Game: Impacts among Secondary Students , 2012, CBE life sciences education.
[18] Chrysanne Di Marco,et al. Towards Personality-driven Persuasive Health Games and Gamified Systems , 2017, CHI.
[19] Agnis Stibe,et al. Persuasive Backfiring: When Behavior Change Interventions Trigger Unintended Negative Outcomes , 2016, PERSUASIVE.
[20] Joel Epstein,et al. The Impact of a Science Education Game on Students’ Learning and Perception of Inhalants as Body Pollutants , 2011, Journal of science education and technology.
[21] Desney S. Tan,et al. Toward technologies that support family reflections on health , 2009, GROUP.
[22] Rebecca E. Grinter,et al. Let's play!: mobile health games for adults , 2010, UbiComp.
[23] Duncan Rowland,et al. Interweaving mobile games with everyday life , 2006, CHI.
[24] MarkopoulosPanos,et al. Adaptive Persuasive Systems , 2012 .
[25] A. Kohn. No Contest: The Case Against Competition , 1986 .
[26] James Noble,et al. A Qualitative Study of Culture and Persuasion in a Smoking Cessation Game , 2008, PERSUASIVE.
[27] Rita Orji,et al. Persuasive technology for health and wellness: State-of-the-art and emerging trends , 2018, Health Informatics J..
[28] Rita Orji,et al. Exploring the Persuasiveness of Behavior Change Support Strategies and Possible Gender Differences , 2014, BCSS@PERSUASIVE.
[29] R. Cialdini. The Science of PERSUASION. , 2001 .
[30] R. Orji,et al. DESIGN FOR BEHAVIOUR CHANGE: A MODEL-DRIVEN APPROACH FOR TAILORING PERSUASIVE TECHNOLOGIES , 2014 .
[31] Julita Vassileva,et al. Gender, Age, and Responsiveness to Cialdini's Persuasion Strategies , 2015, PERSUASIVE.
[32] Julita Vassileva,et al. Modeling the efficacy of persuasive strategies for different gamer types in serious games for health , 2014, User Modeling and User-Adapted Interaction.
[33] Pradeep Buddharaju,et al. NEAT-o-Games: blending physical activity and fun in the daily routine , 2008, CIE.