Description

Book Synopsis

.- Personalized Persuasion.

.- Design of a Personalised AI Coaching Assistant for Occupational Health and Safety.

.- Analysing user feedback on Commerical diet tracking app.

.- Personalized Social Proof for Persuasive Human-Robot Interaction.

.- Personalized Digital Interventions for Behavior Change: Insights from the MoM App Study.

.- Theory and Exploration.

.- Exploring the Potential and Limitations of Large Language Models to Control the Behavior of Embodied Persuasive Agents.

.- Insights into the Design of Ethical and Trustworthy Persuasive Technologies.

.- Effect of Competitive and Cooperative Learning Contexts in Controversial Information Search: Preliminary Results.

.- The Heuristic Evaluation of Manipulative Interfaces.

.- Digital Persuasion: Understanding the Impact of Online Influencers on Public Opinion.

.- Design and Solutions.

.- LifeLink: The Design and Evaluation of an mHealth App for Caregivers Supporting Individuals with Suicidality.

.- Bridging Research and Practice in Persuasive Mobile Stress Management Apps: A 21-Year Comparative Analysis and Novel Design Framework.

.- Designing Behavior Change Support Systems for Recovery from Addictions: Mapping Software Features with Counseling Strategies.

.- Investigation of the Eye Donor Aust app’s Persuasiveness.

.- MyHealthCore: Towards A Community-Engaged HIV Prevention Persuasive mHealth App for Black Communities in Canada.

.- Emotions and Behaviour.

.- Health Risk Management Using Persuasive Technology: A Scoping Review.

.- Evaluation of an Emotion-Aware Persuasive Framework Based on Peripheral Interaction for Reducing Physical Strain in Office Environments.

.- On People’s Susceptibility to Persuasive Techniques in Social Engineering: Is It About the Technique or Their Readiness to Be Persuaded.

.- Behavior Change Games.

.- AMRageddon v1: The Design and Usability Evaluation of a Digital Escape Room Game for Antimicrobial Resistance Education through Persuasive technology.

.- PetBuddy: An Examination of Augmented Reality Mobile Health Game for Promoting Physical Activity.

.- The Motivational Appeal of Persuasive Strategies in a Healthy Eating Behaviour Change Game.

.- Personality and Individual Differences.

.- (Un)sustainable Personalities: The Role of Personality When Persuading To Adopt Sustainable Behaviours.

.- Non binary-people are harder to persuade: evidence and insights.

.- Gamified vs. Non-Gamified Language Learning: the Role of Working Memory and Gaming Disorder.

Persuasive Technology

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    £59.99

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    Order before 4pm tomorrow for delivery by Tue 16 Jun 2026.

    A Paperback by Khin Than Win

    15 in stock


      View other formats and editions of Persuasive Technology by Khin Than Win

      Publisher: Springer
      Publication Date: 10/06/2025
      ISBN13: 9783031949586, 978-3031949586
      ISBN10:

      Description

      Book Synopsis

      .- Personalized Persuasion.

      .- Design of a Personalised AI Coaching Assistant for Occupational Health and Safety.

      .- Analysing user feedback on Commerical diet tracking app.

      .- Personalized Social Proof for Persuasive Human-Robot Interaction.

      .- Personalized Digital Interventions for Behavior Change: Insights from the MoM App Study.

      .- Theory and Exploration.

      .- Exploring the Potential and Limitations of Large Language Models to Control the Behavior of Embodied Persuasive Agents.

      .- Insights into the Design of Ethical and Trustworthy Persuasive Technologies.

      .- Effect of Competitive and Cooperative Learning Contexts in Controversial Information Search: Preliminary Results.

      .- The Heuristic Evaluation of Manipulative Interfaces.

      .- Digital Persuasion: Understanding the Impact of Online Influencers on Public Opinion.

      .- Design and Solutions.

      .- LifeLink: The Design and Evaluation of an mHealth App for Caregivers Supporting Individuals with Suicidality.

      .- Bridging Research and Practice in Persuasive Mobile Stress Management Apps: A 21-Year Comparative Analysis and Novel Design Framework.

      .- Designing Behavior Change Support Systems for Recovery from Addictions: Mapping Software Features with Counseling Strategies.

      .- Investigation of the Eye Donor Aust app’s Persuasiveness.

      .- MyHealthCore: Towards A Community-Engaged HIV Prevention Persuasive mHealth App for Black Communities in Canada.

      .- Emotions and Behaviour.

      .- Health Risk Management Using Persuasive Technology: A Scoping Review.

      .- Evaluation of an Emotion-Aware Persuasive Framework Based on Peripheral Interaction for Reducing Physical Strain in Office Environments.

      .- On People’s Susceptibility to Persuasive Techniques in Social Engineering: Is It About the Technique or Their Readiness to Be Persuaded.

      .- Behavior Change Games.

      .- AMRageddon v1: The Design and Usability Evaluation of a Digital Escape Room Game for Antimicrobial Resistance Education through Persuasive technology.

      .- PetBuddy: An Examination of Augmented Reality Mobile Health Game for Promoting Physical Activity.

      .- The Motivational Appeal of Persuasive Strategies in a Healthy Eating Behaviour Change Game.

      .- Personality and Individual Differences.

      .- (Un)sustainable Personalities: The Role of Personality When Persuading To Adopt Sustainable Behaviours.

      .- Non binary-people are harder to persuade: evidence and insights.

      .- Gamified vs. Non-Gamified Language Learning: the Role of Working Memory and Gaming Disorder.

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