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Journal ArticleDOI

Persuasive technology for health and wellness: State-of-the-art and emerging trends.

Rita Orji, +1 more
- 01 Mar 2018 - 
- Vol. 24, Iss: 1, pp 66-91
TLDR
This paper provides an empirical review of 16 years (85 papers) of literature on persuasive technology for health and wellness to answer important questions regarding the effectiveness and uncover pitfalls of existing persuasive technological interventions forhealth and wellness.
Abstract
The evolving field of persuasive and behavior change technology is increasingly targeted at influencing behavior in the area of health and wellness. This paper provides an empirical review of 16 years (85 papers) of literature on persuasive technology for health and wellness to: (1.) answer important questions regarding the effectiveness of persuasive technology for health and wellness, (2.) summarize and highlight trends in the technology design, research methods, motivational strategies, theories, and health behaviors targeted by research to date, (3.) uncover pitfalls of existing persuasive technological interventions for health and wellness, and (4.) suggest directions for future research.

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Citations
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Proceedings ArticleDOI

Towards Personality-driven Persuasive Health Games and Gamified Systems

TL;DR: A large-scale study of 660 participants reveals that people's personality traits play a significant role in the perceived persuasiveness of different strategies used in persuasive health games and gamified systems.
Proceedings ArticleDOI

Persuasion for Good: Towards a Personalized Persuasive Dialogue System for Social Good

TL;DR: The authors designed an online persuasion task where one participant was asked to persuade the other to donate to a specific charity, and collected a large dataset with 1,017 dialogues and annotated emerging persuasion strategies from a subset.
Proceedings ArticleDOI

Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types

TL;DR: It is revealed that people's gamification user types play significant roles in the perceived persuasiveness of different strategies, and 'Socialisers' could be motivated using any of the strategies; they are the most responsive to persuasion overall.
Journal ArticleDOI

Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning

TL;DR: In this paper, the authors examined the theoretical foundations used in research on gamification, serious games and game-based learning through a systematic literature review and then discussed the commonalities of their core assumptions.
References
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Book

Persuasive Technology: Using Computers to Change What We Think and Do

B. J. Fogg
TL;DR: Mother Nature knows best--How engineered organizations of the future will resemble natural-born systems.
Book

Analyzing Media Messages: Using Quantitative Content Analysis in Research

TL;DR: This paper defines Content Analysis as a Social Science Tool as a social science tool and designs a content analysis system based on data collected in this study.
Proceedings ArticleDOI

Activity sensing in the wild: a field trial of ubifit garden

TL;DR: This work has developed a system, UbiFit Garden, which uses on-body sensing and activity inference and a personal, mobile display to encourage physical activity to address the growing rate of sedentary lifestyles.
Book ChapterDOI

Fish'n'Steps: encouraging physical activity with an interactive computer game

TL;DR: A social computer game, Fish'n'Steps, which links a player's daily foot step count to the growth and activity of an animated virtual character, a fish in a fish tank, to promote an increase in physical activity.