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  <titleInfo>
    <title>Persuasive Technology</title>
    <subTitle>19th International Conference, PERSUASIVE 2024, Wollongong, NSW, Australia, April 10–12, 2024, Proceedings</subTitle>
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    <namePart>Baghaei, Nilufar.</namePart>
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    <namePart>Ali, Raian.</namePart>
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    <namePart>Win, Khin.</namePart>
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    <namePart>Oyibo, Kiemute.</namePart>
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    <dateIssued encoding="marc">2024</dateIssued>
    <edition>1st ed. 2024.</edition>
    <issuance>monographic</issuance>
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    <extent>XIII, 302 p. 73 illus., 58 illus. in color. online resource.</extent>
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  <abstract>This book constitutes the refereed post-conference proceedings the 19th International Conference on Persuasive Technology, PERSUASIVE 2024 held in Wollongong, NSW, Australia, during April 10–12, 2024. The 14 revised full papers and 8 short papers presented in this book were carefully reviewed and selected from 51 submissions. based on their content: methods for tailoring and personalization; persuasive design and applications, persuasive strategies; and persuasive technologies and ethics.</abstract>
  <tableOfContents> -- Harnessing Large Language Models for Automatic Evaluation of Mobile Health Applications based on Persuasive System Design Principles and Mobile Application Rating Scale.  -- Evaluating the Persuasive Potential from Software Design Specification.  -- Exploring the Effect of Using a Single Versus Multiple Behaviour Change Strategies on Motivation to Use Gratitude App and Possible Gender Differences.  -- Persuasive design principles for a medication adherence app for chronic arthritis conditions.  -- DROP DASH: A Persuasive Mobile Game to Promote Healthy Hydration Choices Using Machine Learning.  -- Predicting Ethical Orientation based on Personality for Tailored Cyberethics Training.  -- Design and Development of mHealth App: Eye Donor Aust.  -- Persuasive Systems Features in Digital Health Interventions for Diabetes Management: A Scoping Review.  -- Collaboratively Setting Daily Step Goals with a Virtual Coach: Using Reinforcement Learning to Personalize Initial Proposals.  -- Persuasive System Design Features for Mobile Mental Health Applications.  -- How would I be perceived if I challenge individuals sharing misinformation? Exploring misperceptions in the UK and Arab samples and the potential for the social norms approach.  -- Persuasive Technology through Behavior and Emotion with Pet-type Artifacts.  -- An Embodied Conversational Agent to Support Wellbeing After Injury: Insights from a Stakeholder Inclusive Design Approach.  -- Exploring Self-competition as a Viable Motivation to Promote Healthy Behavior.  -- The Effect of Dark Patterns and User Knowledge on User Experience and Decision-Making.  -- Exploring the Influence of Game Framing and Gamer Types on the Effectiveness of Persuasive Games.  -- Exploring the influence of persuasive strategies on student motivation: self-determination theory perspective.  -- SmileApp: The design and evaluation of an mHealth app for Stress Reduction through Artificial Intelligence and Persuasive Technology.  -- How the role of a persuasive robot impacts one's attitude towards it.  -- Experiential Learning or direct training: Fostering ethical cybersecurity decision-making via serious games.  -- Estimating Sense of Agency from Behavioral Logs of Smartphones and Wearable Devices: Toward a Just-in-Time Adaptive Intervention System.  -- Counterfactual Reasoning Using Predicted Latent Personality Dimensions for Optimizing Persuasion Outcome.</tableOfContents>
  <note type="statement of responsibility">edited by Nilufar Baghaei, Raian Ali, Khin Win, Kiemute Oyibo.</note>
  <subject authority="lcsh">
    <topic>Computers and civilization</topic>
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  <subject authority="lcsh">
    <topic>Computer networks </topic>
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  <subject authority="lcsh">
    <topic>Application software</topic>
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  <subject authority="lcsh">
    <topic>User interfaces (Computer systems)</topic>
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  <subject authority="lcsh">
    <topic>Human-computer interaction</topic>
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  <subject authority="lcsh">
    <topic>Artificial intelligence</topic>
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  <subject>
    <topic>Computers and Society</topic>
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  <subject>
    <topic>Computer Communication Networks</topic>
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  <subject>
    <topic>Computer and Information Systems Applications</topic>
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  <subject>
    <topic>User Interfaces and Human Computer Interaction</topic>
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  <subject>
    <topic>Artificial Intelligence</topic>
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  <classification authority="lcc">QA76.9.C66</classification>
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      <title>Lecture Notes in Computer Science, 14636</title>
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  <identifier type="isbn">9783031582264</identifier>
  <identifier type="uri">https://doi.org/10.1007/978-3-031-58226-4</identifier>
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