Cultural user interfaces: a silver lining in cultural diversity
ACM SIGCHI Bulletin
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
Lessons from failure: re-conceiving blogging as personal change support
Proceedings of the 2007 conference on Designing for User eXperiences
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
Game design strategies for collectivist persuasion
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
O job can you return my mojo: improving human engagement and enjoyment in routine activities
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fine tuning the persuasion in persuasive games
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the Designing Interactive Systems Conference
Developing culturally relevant design guidelines for encouraging healthy eating behavior
International Journal of Human-Computer Studies
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Preliminary studies indicate that games can be effective vehicles for persuasion. In order to have a better chance at persuading target audiences, however, we claim that it is best to design with the background culture of the intended audience in mind. In this paper, we share our insights into the differences of perception between New Zealand (NZ) Europeans and Maori (the indigenous people of NZ), regarding smoking, smoking cessation, and social marketing. Based on our findings, we discuss how we have designed two different versions of culturallyrelevant persuasive game about smoking cessation, one aimed at a NZ European audience, the other aimed at a Maori audience.