Toward an ethics of persuasive technology
Communications of the ACM
Charting past, present, and future research in ubiquitous computing
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 1
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Technology for Care Networks of Elders
IEEE Pervasive Computing
Aware Technologies for Aging in Place: Understanding User Needs and Attitudes
IEEE Pervasive Computing
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Investigating health management practices of individuals with diabetes
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
TripleBeat: enhancing exercise performance with persuasion
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Playful bottle: a mobile social persuasion system to motivate healthy water intake
Proceedings of the 11th international conference on Ubiquitous computing
Socially dependable design: The challenge of ageing populations for HCI
Interacting with Computers
A new research challenge: persuasive technology to motivate healthy aging
IEEE Transactions on Information Technology in Biomedicine
The perception of sound and its influence in the classroom
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part I
Orientation Passport: using gamification to engage university students
Proceedings of the 23rd Australian Computer-Human Interaction Conference
Context assessment during blood pressure self-measurement utilizing the sensor chair
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
Pervasive Computing for Hospital, Chronic, and Preventive Care
Foundations and Trends in Human-Computer Interaction
Digital Object Memories for the Internet of Things (DOMe-Iot)
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
A gamified mobile application for engaging new students at university orientation
Proceedings of the 24th Australian Computer-Human Interaction Conference
A gesture interface game for energy consumption awareness
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
A tutorial on human activity recognition using body-worn inertial sensors
ACM Computing Surveys (CSUR)
Designing for patient-centred factors in medical adherence technology
Proceedings of the 6th International Conference on Rehabilitation Engineering & Assistive Technology
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Accounting for medication particularities: designing for everyday medication management
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
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Medication compliance is a critical component in the success of any medical treatment. However, only 50% of patients correctly adhere to their prescription regimens. Mobile and ubiquitous technologies have been proposed to tackle this challenge, mainly in the form of memory aid solutions that remind patients to take their pills. However, most of these methods do not engage patients in shifting their behavior towards better compliance. In this paper, we propose and evaluate a mobile phone-based game called MoviPill that persuades patients to be more adherent to their medication prescription by means of social competition. In a 6-week user study conducted with 18 elders, the use of MoviPill improved both their compliance to take the daily medication and also the accuracy of the drug intake time according to the prescribed time. Moreover, the improvement in the latter increased from 43% to 56% when we considered only participants that had any interest in games, which reveals the importance of applying persuasive techniques in a personalized manner. We conclude with a set of implications for the design of persuasive mobile solutions in this domain.