1,068
Views
21
CrossRef citations to date
0
Altmetric
Articles

Interactive Persuasive Systems: A Perspective on Theory and Evaluation

, &

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (4)

Arijit Sengupta & Scott Williams. (2021) Can an Engagement Platform Persuade Students to Stay? Applying Behavioral Models for Retention. International Journal of Human–Computer Interaction 37:11, pages 1016-1027.
Read now
Annamina Rieder, U. Yeliz Eseryel, Christiane Lehrer & Reinhard Jung. (2021) Why Users Comply with Wearables: The Role of Contextual Self-Efficacy in Behavioral Change. International Journal of Human–Computer Interaction 37:3, pages 281-294.
Read now
Yusuf Albayram, Mohammad Maifi Hasan Khan & Michael Fagan. (2017) A Study on Designing Video Tutorials for Promoting Security Features: A Case Study in the Context of Two-Factor Authentication (2FA). International Journal of Human–Computer Interaction 33:11, pages 927-942.
Read now
Kirsi Halttu & Harri Oinas-Kukkonen. (2017) Persuading to Reflect: Role of Reflection and Insight in Persuasive Systems Design for Physical Health. Human–Computer Interaction 32:5-6, pages 381-412.
Read now

Articles from other publishers (17)

Federica Cena, Noemi Mauro & Amon Rapp. (2023) How do sensory features of places impact on spatial exploration of people with autism? A user study. Information Technology & Tourism 25:1, pages 105-132.
Crossref
Felix N. Koranteng, Uwe Matzat, Isaac Wiafe & Jaap Ham. 2023. Persuasive Technology. Persuasive Technology 389 409 .
Anna-Katharina Jung, Stefan Stieglitz, Tobias Kissmer, Milad Mirbabaie & Tobias Kroll. (2022) Click me…! The influence of clickbait on user engagement in social media and the role of digital nudging. PLOS ONE 17:6, pages e0266743.
Crossref
Micael Sousa, António Pais Antunes, Nuno Pinto & Nelson Zagalo. (2022) Fast Serious Analogue Games in Planning: The Role of Non-Player Participants. Simulation & Gaming 53:2, pages 175-193.
Crossref
Ruud S. Jacobs. (2021) Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games. Media and Communication 9:1, pages 28-38.
Crossref
Mizuki Sakamoto & Tatsuo Nakajima. 2019. Smart Cities and Smart Spaces. Smart Cities and Smart Spaces 1535 1560 .
Mizuki Sakamoto & Tatsuo Nakajima. 2019. Digital Currency. Digital Currency 194 219 .
Spartaco Albertarelli, Piero Fraternali, Sergio Herrera, Mark Melenhorst, Jasminko Novak, Chiara Pasini, Andrea-Emilio Rizzoli & Cristina Rottondi. (2018) A Survey on the Design of Gamified Systems for Energy and Water Sustainability. Games 9:3, pages 38.
Crossref
Luciano Gamberini, Massimo Nucci, Luca Zamboni, Giovanni DeGiuli, Sabrina Cipolletta, Claudia Villa, Valeria Monarca, Mafalda Candigliota, Giuseppe Pirotto, Stephane Leclerq & Anna Spagnolli. 2018. Persuasive Technology. Persuasive Technology 213 226 .
Nicoletta di Blas, Paolo Paolini, Diego Peruselli & Giulia Plotti. (2017) Technology-enhanced intervention fostering behaviour changes. Technology-enhanced intervention fostering behaviour changes.
Luca Chittaro, Riccardo Sioni, Cristiano Crescentini & Franco Fabbro. (2017) Mortality salience in virtual reality experiences and its effects on users’ attitudes towards risk. International Journal of Human-Computer Studies 101, pages 10-22.
Crossref
Mizuki Sakamoto, Tatsuo Nakajima & Sayaka Akioka. (2016) Gamifying collective human behavior with gameful digital rhetoric. Multimedia Tools and Applications 76:10, pages 12539-12581.
Crossref
Mizuki Sakamoto & Tatsuo Nakajima. 2017. Enriching Urban Spaces with Ambient Computing, the Internet of Things, and Smart City Design. Enriching Urban Spaces with Ambient Computing, the Internet of Things, and Smart City Design 232 256 .
Arda Aydin, Anthony Micallef, Samantha Lovelace, Xudong Li, Victor Cheung & Audrey Girouard. (2017) Save the Kiwi. Save the Kiwi.
Fumiko Ishizawa & Tatsuo Nakajima. 2017. Design, User Experience, and Usability: Designing Pleasurable Experiences. Design, User Experience, and Usability: Designing Pleasurable Experiences 35 47 .
Rebecca Cherng-Shiow Chang, Hsi-Peng Lu, Peishan Yang & Pin Luarn. (2016) Reciprocal Reinforcement Between Wearable Activity Trackers and Social Network Services in Influencing Physical Activity Behaviors. JMIR mHealth and uHealth 4:3, pages e84.
Crossref
Kiemute Oyibo. (2016) Designing Culture-based Persuasive Technology to Promote Physical Activity among University Students. Designing Culture-based Persuasive Technology to Promote Physical Activity among University Students.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.