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Persuasive Technology. Design for Health and Safety

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Cover of 'Persuasive Technology. Design for Health and Safety'

Table of Contents

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    Book Overview
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    Chapter 1 Determining the Determinants of Health Behaviour Change through an Online Social Network
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    Chapter 2 Empowering Independent Living for People with Autism: Designing Supportive, Low-Cost, Interactive E-Health Environments
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    Chapter 3 Persuasive Sensing: A Novel In-Home Monitoring Technology to Assist Elderly Adult Diabetic Patients
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    Chapter 4 Turning the Classic Snake Mobile Game into a Location–Based Exergame that Encourages Walking
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    Chapter 5 Phone Row: A Smartphone Game Designed to Persuade People to Engage in Moderate-Intensity Physical Activity
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    Chapter 6 Developing Persuasive Technology for ASD Challenged Teenagers
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    Chapter 7 Talk to Act: How Internet Use Empowers Users to Participate in Collective Actions Offline
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    Chapter 8 The Illusion of Agency: The Influence of the Agency of an Artificial Agent on Its Persuasive Power
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    Chapter 9 Tailoring Feedback to Users’ Actions in a Persuasive Game for Household Electricity Conservation
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    Chapter 10 Motivational Technologies: A Theoretical Framework for Designing Preventive Health Applications
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    Chapter 11 The Voluntariness of Persuasive Technology
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    Chapter 12 Persuasion and Reflective Learning: Closing the Feedback Loop
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    Chapter 13 Normative Social Influence in Persuasive Technology: Intensity versus Effectiveness
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    Chapter 14 Exploring Perceived Persuasiveness of a Behavior Change Support System: A Structural Model
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    Chapter 15 Biometric Monitoring as a Persuasive Technology: Ensuring Patients Visit Health Centers in India’s Slums
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    Chapter 16 The Neural Persuasion Model: Aligning Neural Readiness, Perceived Need, and Intervention Strategies
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    Chapter 17 Persuasive Technology. Design for Health and Safety
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    Chapter 18 Towards a Data-Driven Approach to Intervention Design: A Predictive Path Model of Healthy Eating Determinants
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    Chapter 19 Passengers’ Safety in Aircraft Evacuations: Employing Serious Games to Educate and Persuade
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    Chapter 20 Towards Persuasive Technology for Software Development Environments: An Empirical Study
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    Chapter 21 Persuasive Technology Considered Harmful? An Exploration of Design Concerns through the TV Companion
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    Chapter 22 Bridging the Gap between the Home and the Lab: A Qualitative Study of Acceptance of an Avatar Feedback System
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    Chapter 23 Less Fizzy Drinks: A Multi-method Study of Persuasive Reminders
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    Chapter 24 Plotting to Persuade – Exploring the Theoretical Cross Field between Persuasion and Learning
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    Chapter 25 Does a Hyperlink Function as an Endorsement?
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    Chapter 26 Comparative Analysis of Recognition and Competition as Features of Social Influence Using Twitter
Attention for Chapter 23: Less Fizzy Drinks: A Multi-method Study of Persuasive Reminders
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Chapter title
Less Fizzy Drinks: A Multi-method Study of Persuasive Reminders
Chapter number 23
Book title
Persuasive Technology. Design for Health and Safety
Published by
Springer Berlin Heidelberg, September 2015
DOI 10.1007/978-3-642-31037-9_23
Book ISBNs
978-3-64-231036-2, 978-3-64-231037-9
Authors

Sitwat Langrial, Harri Oinas-Kukkonen, Langrial, Sitwat, Oinas-Kukkonen, Harri

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 34 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United Kingdom 2 6%
Finland 1 3%
Austria 1 3%
Australia 1 3%
Unknown 29 85%

Demographic breakdown

Readers by professional status Count As %
Researcher 10 29%
Student > Master 9 26%
Student > Ph. D. Student 7 21%
Student > Bachelor 4 12%
Professor > Associate Professor 2 6%
Other 1 3%
Unknown 1 3%
Readers by discipline Count As %
Computer Science 19 56%
Social Sciences 3 9%
Design 3 9%
Engineering 2 6%
Psychology 2 6%
Other 3 9%
Unknown 2 6%