Affective computing
Communications of the ACM
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Towards Deeper Understanding of Persuasion in Software and Information Systems
ACHI '08 Proceedings of the First International Conference on Advances in Computer-Human Interaction
Enabling Calorie-Aware Cooking in a Smart Kitchen
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
perFrames: Persuasive Picture Frames for Proper Posture
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Persuasion for Stronger Passwords: Motivation and Pilot Study
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
A Systematic Framework for Designing and Evaluating Persuasive Systems
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Understanding persuasive software functionality in practice: a field trial of polar FT60
Proceedings of the 4th International Conference on Persuasive Technology
Using negative and positive social feedback from a robotic agent to save energy
Proceedings of the 4th International Conference on Persuasive Technology
Persuasive system design: state of the art and future directions
Proceedings of the 4th International Conference on Persuasive Technology
The Behavior Grid: 35 ways behavior can change
Proceedings of the 4th International Conference on Persuasive Technology
An agenda for 'Green' information technology and systems research
Information and Organization
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Information Systems Research
Twitter me: using micro-blogging to motivate teenagers to exercise
DESRIST'10 Proceedings of the 5th international conference on Global Perspectives on Design Science Research
Happier together: integrating a wellness application into a social network site
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Persuasive features in six weight loss websites: a qualitative evaluation
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Practical findings from applying the PSD model for evaluating software design specifications
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Pitfalls in persuasion: how do users experience persuasive techniques in a web service?
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Generating directions for persuasive technology design with the inspiration card workshop
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Influencing Individually: Fusing Personalization and Persuasion
ACM Transactions on Interactive Intelligent Systems (TiiS)
Adaptive Persuasive Systems: A Study of Tailored Persuasive Text Messages to Reduce Snacking
ACM Transactions on Interactive Intelligent Systems (TiiS)
Incremental persuasion through microblogging: a survey of Twitter users in Latvia
Proceedings of the 6th International Conference on Persuasive Technology: Persuasive Technology and Design: Enhancing Sustainability and Health
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The emerging ambient persuasive technology looks very promising for many areas of personal and ubiquitous computing. Persuasive applications aim at changing human attitudes or behavior through the power of software designs. This theory-creating article suggests the concept of a behavior change support system (BCSS), whether web-based, mobile, ubiquitous, or more traditional information system to be treated as the core of research into persuasion, influence, nudge, and coercion. This article provides a foundation for studying BCSSs, in which the key constructs are the O/C matrix and the PSD model. It will (1) introduce the archetypes of behavior change via BCSSs, (2) describe the design process for building persuasive BCSSs, and (3) exemplify research into BCSSs through the domain of health interventions. Recognizing the themes put forward in this article will help leverage the full potential of computing for producing behavioral changes.