All Stories

  1. BehavRec: Workshop on Recommendations for Behavior Change
  2. Adaptive and Personalized Persuasive Technologies (ADAPPT 2023) Workshop
  3. A Usability Evaluation of a Software Framework for Designing Persuasive Games.
  4. A wallpaper for absent-minded smartphone use
  5. EEG-Based Brain-Computer Interactions in Immersive Virtual and Augmented Reality: A Systematic Review
  6. Tailoring a Persuasive Game to Promote Secure Smartphone Behaviour
  7. Augmented Reality and Machine Learning in Health: A Systematic Review
  8. Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive Games
  9. Exploring Variance in Users’ Moods across Times, Seasons, and Activities: A Longitudinal Analysis
  10. Security of Social Networks: Lessons Learned on Twitter Bot Analysis in the Literature
  11. The Journey: An AR Gamified Mobile Application for Promoting Physical Activity in Young Adults
  12. Sans Tracas: A Cross-platform Tool for Online EEG Experiments.
  13. Augmented and Virtual Reality-Driven Interventions for Healthy Behavior Change: A Systematic Review
  14. Mobile Applications for Health and Wellness: A Systematic Review
  15. Insights From Longitudinal Evaluation of Moodie Mental Health App
  16. Improving Mental Health Among Working-Class Indian Women: Insight From An Interview Study
  17. Culture and Health Belief Model: Exploring the Determinants of Physical Activity Among Saudi Adults and the Moderating Effects of Age and Gender
  18. Adaptive and Personalized Persuasive Technologies
  19. Gender and the Effectiveness of a Persuasive Game for Disease Awareness Targeted at the African Audience
  20. A Persuasive Game to Promote Awareness and Adoption of COVID-19 Precautionary Measures
  21. A Health Belief Model Approach to Evaluating Maternal Health Behaviors among Africans - Design Implications for Personalized Persuasive Technologies
  22. Persuasiveness of a Game to Promote the Adoption of COVID-19 Precautionary Measures and the Moderating Effect of Gender
  23. A persuasive game to improve user-awareness and self-efficacy towards secure smartphone behaviour
  24. Tailoring Persuasive and Behaviour Change Systems Based on Stages of Change and Motivation
  25. COVID Dodge: An African-Centric game for promoting COVID-19 Safety Measures
  26. A Mixed Method Approach to Evaluating eCommerce Website: Towards Socially-sensitive Guidelines for Future Design
  27. Design Opportunities for Persuasive Mobile Apps to Support Maternal and Child Healthcare and Help-seeking Behaviors
  28. Heuristic Evaluation of an African-centric Mobile Persuasive Game for Promoting Safety Measures Against COVID-19
  29. Age Differences in Problematic Mobile Phone Usage among Africans
  30. Insider Perspectives of Human-Computer Interaction for Development Research: Opportunities and Challenges
  31. Public Perception of Mental Illness: Opportunity for Community-based Collaborative Intervention
  32. Towards a Research Agenda for Gameful Creativity
  33. Personalized Persuasion to Promote Positive Work Attitudes in Public Workplaces
  34. How Effective Are Social Influence Strategies in Persuasive Apps for Promoting Physical Activity?
  35. Developing Persuasive Mobile Games for African Rural Audiences
  36. Socially Responsive eCommerce Platforms
  37. UMAP 2019 ADAPPT (Adaptive and Personalized Persuasive Technology) Workshop Chairs' Welcome & Organization
  38. Deconstructing persuasiveness of strategies in behaviour change systems using the ARCS model of motivation
  39. Socially-driven persuasive health intervention design: Competition, social comparison, and cooperation
  40. Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
  41. Tracking feels oppressive and ‘punishy’: Exploring the costs and benefits of self-monitoring for health and wellness
  42. A Framework and Taxonomy of Videogame Playing Preferences
  43. Positive Gaming
  44. The Topicality of Agent-Based Modeling/Multi Agent Systems in Human Computer Interaction Research
  45. Player Type Models