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persuasion
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Tag #persuasion

72 papers:

CHI-PLAYCHI-PLAY-2019-ParadedaFOMP #game studies
The Role of Assertiveness in a Storytelling Game with Persuasive Robotic Non-Player Characters (RBP, MJF, RO, CM, AP), pp. 453–465.
CIKMCIKM-2019-LiuD0SGWZRXCM #generative #visual notation
Generating Persuasive Visual Storylines for Promotional Videos (CL0, YD, HY0, ZS, ZG, PW, CZ, PR, XX, LC, CM), pp. 901–910.
KDDKDD-2018-AbebeKPT
Opinion Dynamics with Varying Susceptibility to Persuasion (RA, JMK, DCP, CET), pp. 1089–1098.
CHI-PLAYCHI-PLAY-2015-BuschMOMHLNT #game studies #interactive #personalisation
Personalization in Serious and Persuasive Games and Gamified Interactions (MB, EEM, RO, AM, WH, ML, LEN, MT), pp. 811–816.
CHI-PLAYCHI-PLAY-2015-DickinsonLE #game studies #named
UKKO: Enriching Persuasive Location based Games with Environmental Sensor Data (AD, ML, PE), pp. 493–498.
CHI-PLAYCHI-PLAY-2015-Kors #design #experience #towards
Towards Design Strategies for the Persuasive Gameplay Experience (MK), pp. 407–410.
CHI-PLAYCHI-PLAY-2015-LankesHRBMT #development #game studies
From Classes to Mechanics: Player Type Driven Persuasive Game Development (ML, WH, DR, MB, EEM, MT), pp. 595–600.
FDGFDG-2015-El-NasrDSS #game studies #health
Unpacking Adherence and Engagement in Persuasive Health Games (MSEN, SD, MS, CS).
FDGFDG-2015-GraceJC #comprehension
Persuasive Content: Understanding In-Game Advertising Retention in Players and Onlookers (LG, DPJ, JRC).
FDGFDG-2015-KorsSS #experience
A Foundation for the Persuasive Gameplay Experience (MK, EDVdS, BAMS).
FDGFDG-2015-SubramanianHESS #behaviour #game studies #health #metric
Investigating behavior change indicators and cognitive measures in persuasive health games (SS, SH, MSEN, MS, CS).
CHICHI-2015-HydeCKH #interactive #using
Using an Interactive Avatar’s Facial Expressiveness to Increase Persuasiveness and Socialness (JH, EJC, SBK, JKH), pp. 1719–1728.
CHICHI-2015-SugarmanL #design
Designing Persuasive Technology to Manage Peak Electricity Demand in Ontario Homes (VS, EL), pp. 1975–1984.
HCIDUXU-DD-2015-Marcus #behaviour #mobile
The Marriage Machine: Mobile Persuasion/Behavior Change (AM), pp. 513–523.
HCIHCI-IT-2015-KhataeiA #trust
Trust-Based Individualization for Persuasive Presentation Builder (AK, AA), pp. 418–428.
HCILCT-2015-YusoffK #design #game studies #interactive #learning
Game Rhetoric: Interaction Design Model of Persuasive Learning for Serious Games (ZY, AK), pp. 644–654.
RecSysRecSys-2015-Stock #automation #speech
A (Persuasive?) Speech on Automated Persuasion (OS), pp. 1–2.
SACSAC-2015-CamaraHJJ #graph #modelling #recommendation #social #using
Using graph-based models in a persuasive social recommendation system (JPC, SH, JJ, VJ), pp. 189–194.
CHI-PLAYCHI-PLAY-2014-DoorenSGHV #case study #design #evaluation #game studies
PLEX as input and evaluation tool in persuasive game design: pilot study (MMMvD, RS, RHMG, VMH, VTV), pp. 449–450.
CHI-PLAYCHI-PLAY-2014-LimPS #challenge #game studies
Gingerman challenge: a persuasive game for promoting adequate sunlight exposure for office workers (HL, JP, BS), pp. 431–432.
CoGCIG-2014-GuheL14a #effectiveness
The effectiveness of persuasion in The Settlers of Catan (MG, AL), pp. 1–8.
DiGRADiGRA-2014-Christiansen #game studies #heuristic
Presence and Heuristic Cues: Cognitive Approaches to Persuasion in Games (PC).
FDGFDG-2014-Ruggiero #game studies #towards
The effect of a persuasive game on attitude towards the homeless (DR).
CHICHI-2014-FritzHMZ #case study #process #using
Persuasive technology in the real world: a study of long-term use of activity sensing devices for fitness (TF, EMH, GCM, TZ), pp. 487–496.
CHICHI-2014-GerlingMBMO #game studies #people #towards #using
The effects of embodied persuasive games on player attitudes toward people using wheelchairs (KMG, RLM, MVB, MM, RO), pp. 3413–3422.
CHICHI-2014-HsuYYHCB
Persuasive technology for overcoming food cravings and improving snack choices (AH, JY, YHY, MSH, CC, AEB), pp. 3403–3412.
CHICHI-2014-Ruggiero #game studies #learning #named #student #towards #video
Spent: changing students’ affective learning toward homelessness through persuasive video game play (DNR), pp. 3423–3432.
HCIDUXU-DP-2014-BuchdidPB #aspect-oriented
You Can Interact with Your TV and You May Like It an Investigation on Persuasive Aspects for an iDTV Application (SBB, RP, MCCB), pp. 208–219.
HCIDUXU-TMT-2014-BrangierD #case study #heuristic
Heuristic Inspection to Assess Persuasiveness: A Case Study of a Mathematics E-learning Program (EB, MCD), pp. 425–436.
HCISCSM-2014-VlachosS #social
Social Robots as Persuasive Agents (EV, HS), pp. 277–284.
DiGRADiGRA-2013-Conde-Pumpido #case study #concept #game studies
A Conceptual Model for the Study of Persuasive Games (TdlHCP).
CHICHI-2013-OrjiMVG #game studies #health
Tailoring persuasive health games to gamer type (RO, RLM, JV, KMG), pp. 2467–2476.
CHICHI-2013-Yetim
Critical perspective on persuasive technology reconsidered (FY), pp. 3327–3330.
HCIDHM-HB-2013-HartwigW #health #safety
Safety and Health at Work through Persuasive Assistance Systems (MH, AW), pp. 40–49.
HCIDUXU-CXC-2013-Marache-FranciscoB #design #gamification #visual notation
Perception of Gamification: Between Graphical Design and Persuasive Design (CMF, EB), pp. 558–567.
HCIDUXU-CXC-2013-MarcusPL #design #learning #mobile #user interface
The Learning Machine: Mobile UX Design That Combines Information Design with Persuasion Design (AM, YP, NL), pp. 247–256.
HCIDUXU-CXC-2013-SakamotoN13a #exclamation #game studies
Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling (MS, TN), pp. 587–596.
HCIDUXU-NTE-2013-MarcusA #design #mobile #user interface
The Driving Machine: Mobile UX Design That Combines Information Design with Persuasion Design (AM, SA), pp. 140–149.
HCIDUXU-WM-2013-MarcusCNY #behaviour #design #mobile #user interface
The Innovation Machine: Mobile UX Design Combining Information and Persuasion Design to Change Behavior (AM, MC, CN, AY), pp. 67–76.
HCIDUXU-WM-2013-MarcusSC #design #mobile #user interface
The Travel Machine: Mobile UX Design That Combines Information Design with Persuasion Design (AM, TKS, LC), pp. 696–705.
HCIHCI-AS-2013-BergmansS #behaviour #mobile #using
Reducing Speeding Behavior in Young Drivers Using a Persuasive Mobile Application (AB, SS), pp. 541–550.
HCIHCI-AS-2013-KroesS #mobile #using
Empowering Young Adolescents to Choose the Healthy Lifestyle: A Persuasive Intervention Using Mobile Phones (LK, SS), pp. 117–126.
HCIHIMI-D-2013-SumiN13a
Persuasive Narrative via Digital Storytelling (KS, MN), pp. 276–283.
CHICHI-2012-BrynjarsdottirHPBDS #how
Sustainably unpersuaded: how persuasion narrows our vision of sustainability (HB, MH, JP, EB, CFD, PS), pp. 947–956.
CHICHI-2012-ThiemeCMWKLO #design #quote #social
“We’ve bin watching you”: designing for reflection and social persuasion to promote sustainable lifestyles (AT, RC, JM, JW, NCK, SWL, PO), pp. 2337–2346.
CSCWCSCW-2012-BaumerKFAGPRNOG #design #health #mobile #social
Prescriptive persuasion and open-ended social awareness: expanding the design space of mobile health (EPSB, SJK, JEF, PA, ALG, JPP, DR, JN, CMO, GKG), pp. 475–484.
CHICHI-2011-KapteinDM #adaptation
Means based adaptive persuasive systems (MK, SD, PM), pp. 335–344.
CHICHI-2011-LeeKF #behaviour #design #mining
Mining behavioral economics to design persuasive technology for healthy choices (MKL, SBK, JF), pp. 325–334.
CHICHI-2011-PurpuraSWSS #behaviour #design #named
Fit4life: the design of a persuasive technology promoting healthy behavior and ideal weight (SP, VS, KW, WS, PS), pp. 423–432.
CHICHI-2011-SchwandaIRC #tool support
Side effects and “gateway” tools: advocating a broader look at evaluating persuasive systems (VS, SI, LR, DC), pp. 345–348.
HCIDUXU-v2-2011-Horvath #design
Persuasive Design: It’s Not Just about Selling Stuff (JH), pp. 567–574.
HCIDUXU-v2-2011-Jones #experience #named
Clout: The Role of Content in Persuasive Experience (CJ), pp. 582–587.
HCIDUXU-v2-2011-Marcus #design #health #mobile #user interface
The Health Machine: Mobile UX Design That Combines Information Design with Persuasion Design (AM), pp. 598–607.
HCIDUXU-v2-2011-NemeryBK #design #social #user interface #validation
First Validation of Persuasive Criteria for Designing and Evaluating the Social Influence of User Interfaces: Justification of a Guideline (AN, EB, SK), pp. 616–624.
SACSAC-2011-KimuraEFYN #behaviour #detection #motivation #named #smarttech #using
iDetective: a persuasive application to motivate healthier behavior using smart phone (HK, JE, YF, AY, TN), pp. 399–404.
ISSTAISSTA-2011-HuangZ #concurrent #predict
Persuasive prediction of concurrency access anomalies (JH, CZ), pp. 144–154.
CHICHI-2010-CherubiniGOO #self #social
Social tagging revamped: supporting the users’ need of self-promotion through persuasive techniques (MC, AG, RdO, NO), pp. 985–994.
CHICHI-2010-KuznetsovP #low cost #named
UpStream: motivating water conservation with low-cost water flow sensing and persuasive displays (SK, EP), pp. 1851–1860.
DiGRADiGRA-2009-BangSG #design #energy #feedback #game studies #mobile #social
Persuasive design of a mobile energy conservation game with direct feedback and social cues (MB, MS, AG).
DiGRADiGRA-2009-Svahn #game studies
Processing Play; Perceptions of Persuasion (MS).
HCIHIMI-II-2009-FagerstromG #case study #contest #design #online #web
The Persuasive Effects from Web 2.0 Marketing: A Case Study Investigating the Persuasive Effect from an Online Design Competition (AF, GG), pp. 10–16.
KDDKDD-2008-ChihP #visualisation
The persuasive phase of visualization (CHC, DSPJ), pp. 884–892.
DiGRADiGRA-2007-WalzB #approach #design #game studies #pervasive
Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists (SPW, RB).
HCIHCI-AS-2007-JeenHKLP #interactive
Persuasive Interaction Strategy for Self Diet System: Exploring the Relation of User Attitude and Intervention by Computerized Systematic Methods (YJ, JH, HK, KL, PP), pp. 450–458.
HCIHCI-MIE-2007-NguyenME
Persuasive Effects of Embodied Conversational Agent Teams (HN, JM, PE), pp. 176–185.
CHICHI-2006-ZanbakaGH #gender
Can a virtual cat persuade you?: the role of gender and realism in speaker persuasiveness (CAZ, PG, LFH), pp. 1153–1162.
DiGRADiGRA-2005-SaariRLT05a #game studies #health #simulation
Persuasive Games and Simulations for Personal Health Management (TS, NR, JL, MT).
CHICHI-2005-ArroyoBS #feedback #named
Waterbot: exploring feedback and persuasive techniques at the sink (EA, LB, TS), pp. 631–639.
DiGRADiGRA-2003-Walz #game studies #identification #towards
Delightful identification & persuasion: towards an analytical and applied rhetoric of digital games (SPW).
HTHT-2002-EmmetC #approach #design #hypermedia #visual notation
Graphical notations, narratives and persuasion: a Pliant Systems approach to Hypertext Tool Design (LE, GC), pp. 55–64.
CSCWCSCW-2002-BradnerM #distance #matter #why
Why distance matters: effects on cooperation, persuasion and deception (EB, GM), pp. 226–235.
CHICHI-1998-Fogg #research
Persuasive Computers: Perspectives and Research Directions (BJF), pp. 225–232.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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