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Persuasive Technology

Overview of attention for book
Cover of 'Persuasive Technology'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Tailoring Web Pages for Persuasion on Prevention Topics: Message Framing, Color Priming, and Gender
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    Chapter 2 Supporting Users in Setting Effective Goals in Activity Tracking
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    Chapter 3 Persuasive and Culture-Aware Feedback Acquisition
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    Chapter 4 Crowd-Designed Motivation: Combining Personality and the Transtheoretical Model
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    Chapter 5 The EDIE Method – Towards an Approach to Collaboration-Based Persuasive Design
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    Chapter 6 Persuasive Backfiring: When Behavior Change Interventions Trigger Unintended Negative Outcomes
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    Chapter 7 Captology and Technology Appropriation: Unintended Use as a Source for Designing Persuasive Technologies
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    Chapter 8 Self-Reflecting and Mindfulness: Cultivating Curiosity and Decentering Situated in Everyday Life
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    Chapter 9 Alcohol Behaviour Change: Lessons Learned from User Reviews of iTunes Apps
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    Chapter 10 Persuasive Strategies to Improve Driving Behaviour of Elderly Drivers by a Feedback Approach
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    Chapter 11 Creating Awareness of Sleep-Wake Hours by Gamification
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    Chapter 12 Cicero: Middleware for Developing Persuasive Mobile Applications
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    Chapter 13 Formalization of Computational Human Behavior Models for Contextual Persuasive Technology
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    Chapter 14 The Persuasive Potential Questionnaire (PPQ): Challenges, Drawbacks, and Lessons Learned
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    Chapter 15 Persuasive Practices: Learning from Home Security Advisory Services
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    Chapter 16 Persuasive Patterns in Q&A Social Networks
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    Chapter 17 Utilizing a Digital Game as a Mediatory Artifact for Social Persuasion to Prevent Speeding
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    Chapter 18 Smile Catcher: Can Game Design Lead to Positive Social Interactions?
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    Chapter 19 More than Sex: The Role of Femininity and Masculinity in the Design of Personalized Persuasive Games
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    Chapter 20 A Gamified Solution to Brief Interventions for Nightlife Well-Being
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    Chapter 21 Long-Term Effects of Computerized Simulations in Protracted Conflicts: The Case of Global Conflicts
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    Chapter 22 Understanding Changes in the Motivation of Stroke Patients Undergoing Rehabilitation in Hospital
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    Chapter 23 Developing a Virtual Coach for Chronic Patients: A User Study on the Impact of Similarity, Familiarity and Realism
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    Chapter 24 Improving Adherence in Automated e-Coaching
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    Chapter 25 Online Peer Groups as a Persuasive Tool to Combat Digital Addiction
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    Chapter 26 Red Radiators Versus Red Tulips: The Influence of Context on the Interpretation and Effectiveness of Color-Based Ambient Persuasive Technology
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    Chapter 27 Investigating Politeness Strategies and Their Persuasiveness for a Robotic Elderly Assistant
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    Chapter 28 RightOnTime: The Role of Timing and Unobtrusiveness in Behavior Change Support Systems
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    Chapter 29 Persuasive Information Security: Techniques to Help Employees Protect Organizational Information Security
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    Chapter 30 Lock Up the Lighter: Experience Prototyping of a Lively Reflective Design for Smoking Habit Control
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    Chapter 31 Erratum to: Self-Reflecting and Mindfulness: Cultivating Curiosity and Decentering Situated in Everyday Life
Attention for Chapter 1: Tailoring Web Pages for Persuasion on Prevention Topics: Message Framing, Color Priming, and Gender
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Chapter title
Tailoring Web Pages for Persuasion on Prevention Topics: Message Framing, Color Priming, and Gender
Chapter number 1
Book title
Persuasive Technology
Published in
Lecture notes in computer science, March 2016
DOI 10.1007/978-3-319-31510-2_1
Book ISBNs
978-3-31-931509-6, 978-3-31-931510-2
Authors

Luca Chittaro, Chittaro, Luca

Editors

Alexander Meschtscherjakov, Boris De Ruyter, Verena Fuchsberger, Martin Murer, Manfred Tscheligi

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 28 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United Kingdom 1 4%
Netherlands 1 4%
Brazil 1 4%
Unknown 25 89%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 8 29%
Researcher 5 18%
Student > Master 3 11%
Professor 2 7%
Student > Postgraduate 2 7%
Other 3 11%
Unknown 5 18%
Readers by discipline Count As %
Computer Science 7 25%
Social Sciences 3 11%
Nursing and Health Professions 3 11%
Linguistics 2 7%
Business, Management and Accounting 2 7%
Other 7 25%
Unknown 4 14%
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 27 June 2016.
All research outputs
#23,391,126
of 26,017,215 outputs
Outputs from Lecture notes in computer science
#7,105
of 8,225 outputs
Outputs of similar age
#275,302
of 318,160 outputs
Outputs of similar age from Lecture notes in computer science
#176
of 220 outputs
Altmetric has tracked 26,017,215 research outputs across all sources so far. This one is in the 1st percentile – i.e., 1% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,225 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.3. This one is in the 1st percentile – i.e., 1% 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 318,160 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 1st percentile – i.e., 1% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 220 others from the same source and published within six weeks on either side of this one. This one is in the 1st percentile – i.e., 1% of its contemporaries scored the same or lower than it.