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Persuasive Technology. Design for Health and Safety

Overview of attention for book
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 7: Talk to Act: How Internet Use Empowers Users to Participate in Collective Actions Offline
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Mentioned by

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1 X user

Citations

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2 Dimensions

Readers on

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15 Mendeley
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Chapter title
Talk to Act: How Internet Use Empowers Users to Participate in Collective Actions Offline
Chapter number 7
Book title
Persuasive Technology. Design for Health and Safety
Published in
Lecture notes in computer science, January 2012
DOI 10.1007/978-3-642-31037-9_7
Book ISBNs
978-3-64-231036-2, 978-3-64-231037-9
Authors

Sandy Schumann, Olivier Klein, Karen Douglas, Schumann, Sandy, Klein, Olivier, Douglas, Karen

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

Geographical breakdown

Country Count As %
Unknown 15 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 6 40%
Researcher 5 33%
Student > Doctoral Student 1 7%
Student > Master 1 7%
Other 1 7%
Other 0 0%
Unknown 1 7%
Readers by discipline Count As %
Computer Science 3 20%
Design 3 20%
Psychology 2 13%
Sports and Recreations 2 13%
Social Sciences 1 7%
Other 1 7%
Unknown 3 20%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 23 July 2012.
All research outputs
#18,310,549
of 22,671,366 outputs
Outputs from Lecture notes in computer science
#6,005
of 8,123 outputs
Outputs of similar age
#195,955
of 244,075 outputs
Outputs of similar age from Lecture notes in computer science
#389
of 490 outputs
Altmetric has tracked 22,671,366 research outputs across all sources so far. This one is in the 11th percentile – i.e., 11% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,123 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 14th percentile – i.e., 14% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 244,075 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 9th percentile – i.e., 9% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 490 others from the same source and published within six weeks on either side of this one. This one is in the 8th percentile – i.e., 8% of its contemporaries scored the same or lower than it.