Persuasive computers: perspectives and research directions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The landscape of persuasive technologies
Communications of the ACM
Toward an ethics of persuasive technology
Communications of the ACM
What makes people trust online gambling sites?
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Depicting credibility in health care Web sites: towards a more usable means
ACM SIGCAPH Computers and the Physically Handicapped
Trust and mistrust of online health sites
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
A Qualitative Study of Culture and Persuasion in a Smoking Cessation Game
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Culture-Specific First Meeting Encounters between Virtual Agents
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Wave like an Egyptian: accelerometer based gesture recognition for culture specific interactions
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 1
Some Pitfalls for Developing Enculturated Conversational Agents
Proceedings of the 13th International Conference on Human-Computer Interaction. Part III: Ubiquitous and Intelligent Interaction
EcoIsland: a persuasive application to motivate sustainable behavior in collectivist cultures
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Proposition d'une grille de critères d'analyse ergonomiques des formes de persuasion interactive
Conference Internationale Francophone sur I'Interaction Homme-Machine
Farmer's tale: a facebook game to promote volunteerism
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
BeeParking: feedback interfaces for collective behavior change
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Equality = inequality: probing equality-centric design and development methodologies
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Towards persuasive technology for software development environments: an empirical study
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Curbing resource consumption using team-based feedback
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Spotz: a location-based approach to self-awareness
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Developing culturally relevant design guidelines for encouraging healthy eating behavior
International Journal of Human-Computer Studies
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Persuasive technology is defined as "any interactive product designed to change attitudes or behaviours by making desired outcomes easier to achieve". It can take the form of interactive web applications, hand held devices, and games. To date there has been limited research into persuasive technology outside of America. Cross-cultural research shows that in order for persuasion to be most effective, it is often necessary to draw upon important cultural themes of the target audience. Applying this insight to persuasive technology, we claim that the set of persuasive technology strategies as described by B J Fogg caters to a largely individualist audience. Drawing upon cross-cultural psychology and sociology findings about patterns of behaviour commonly seen in collectivists, we present a principled set of collectivism-focused persuasive technology strategies. These strategies are: group opinion, group surveillance, deviation monitoring,disapproval conditioning, and group customisation. We also demonstrate how application of the strategies can support the design of a collectivist, persuasive game.