Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive interaction for collectivist cultures
AUIC '06 Proceedings of the 7th Australasian User interface conference - Volume 50
Factoring culture into the design of a persuasive game
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Fine tuning the persuasion in persuasive games
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Our place or mine? exploration into collectivism-focused persuasive technology design
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Heuristic evaluation of persuasive health technologies
Proceedings of the 1st ACM International Health Informatics Symposium
Designing motivation using persuasive ambient mirrors
Personal and Ubiquitous Computing
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To explore the issue of culture in persuasive technology, we identified strategies distinguishing individualist or collectivist audiences, and developed two versions of a prototype game. In this paper we report on a qualitative study of this game. The game concerned smoking cessation, and was set in a New Zealand context, where one version was designed for individualist New Zealand Europeans, and the other for collectivist New Zealand M茂戮驴ori. Our qualitative study involved people from each group playing each of the two games. Using a "think-aloud" protocol, we recorded player comments and reflections that show the effect of our design on their behaviour. The results of the study show the designs were interpreted differently according to the audiences playing them, and reveal detail about culture and persuasion.