This book constitutes the refereed proceedings of the 20th International Conference on Persuasive Technology, PERSUASIVE 2025, held in Limassol, Cyprus, during May 5–7, 2025.
The 17 full papers and 6 short papers included in this book were carefully reviewed and selected from 49 submissions. They are organized in topical sections as follows: Personalized Persuasion; Theory and Exploration; Design and Solutions; Emotions and Behaviour; Behavior Change Games; Personality and Individual Differences.
Edited by:
Khin Than Win, Raian Ali, Evangelos Karapanos, George A. Papadopoulos, Kiemute Oyibo Imprint: Springer International Publishing AG Country of Publication: Switzerland Volume: 15711 Dimensions:
Height: 235mm,
Width: 155mm,
ISBN:9783031949586 ISBN 10: 3031949587 Series:Lecture Notes in Computer Science Pages: 342 Publication Date:10 June 2025 Audience:
Professional and scholarly
,
College/higher education
,
Undergraduate
,
Further / Higher Education
Format:Paperback Publisher's Status: Active
.- Personalized Persuasion. .- Design of a Personalised AI Coaching Assistant for Occupational Health and Safety. .- Analysing User Feedback on 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.