Author: Anna Spagnolli
Publisher: Springer
ISBN: 3319071270
Category : Computers
Languages : en
Pages : 336
Book Description
This book constitutes the refereed proceedings of the 9th International Conference on Persuasive Technology, PERSUASIVE 2014, held in Padua, Italy, in May 2014. The 27 revised full papers and 12 revised short papers presented were carefully reviewed and selected from 58 submissions. In addition to the themes of persuasive technology dealt with in the previous editions of the conference, this edition highlighted a special theme, i.e. persuasive, motivating, empowering videogames.
Persuasive Technology - Persuasive, Motivating, Empowering Videogames
Author: Anna Spagnolli
Publisher: Springer
ISBN: 3319071270
Category : Computers
Languages : en
Pages : 336
Book Description
This book constitutes the refereed proceedings of the 9th International Conference on Persuasive Technology, PERSUASIVE 2014, held in Padua, Italy, in May 2014. The 27 revised full papers and 12 revised short papers presented were carefully reviewed and selected from 58 submissions. In addition to the themes of persuasive technology dealt with in the previous editions of the conference, this edition highlighted a special theme, i.e. persuasive, motivating, empowering videogames.
Publisher: Springer
ISBN: 3319071270
Category : Computers
Languages : en
Pages : 336
Book Description
This book constitutes the refereed proceedings of the 9th International Conference on Persuasive Technology, PERSUASIVE 2014, held in Padua, Italy, in May 2014. The 27 revised full papers and 12 revised short papers presented were carefully reviewed and selected from 58 submissions. In addition to the themes of persuasive technology dealt with in the previous editions of the conference, this edition highlighted a special theme, i.e. persuasive, motivating, empowering videogames.
Persuasive Technology
Author: B.J. Fogg
Publisher: Elsevier
ISBN: 0080479944
Category : Computers
Languages : en
Pages : 311
Book Description
Can computers change what you think and do? Can they motivate you to stop smoking, persuade you to buy insurance, or convince you to join the Army? "Yes, they can," says Dr. B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. Fogg has coined the phrase "Captology"(an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers.In this thought-provoking book, based on nine years of research in captology, Dr. Fogg reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. Technology designers, marketers, researchers, consumers—anyone who wants to leverage or simply understand the persuasive power of interactive technology—will appreciate the compelling insights and illuminating examples found inside. Persuasive technology can be controversial—and it should be. Who will wield this power of digital influence? And to what end? Now is the time to survey the issues and explore the principles of persuasive technology, and B.J. Fogg has written this book to be your guide.* Filled with key term definitions in persuasive computing*Provides frameworks for understanding this domain*Describes real examples of persuasive technologies
Publisher: Elsevier
ISBN: 0080479944
Category : Computers
Languages : en
Pages : 311
Book Description
Can computers change what you think and do? Can they motivate you to stop smoking, persuade you to buy insurance, or convince you to join the Army? "Yes, they can," says Dr. B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. Fogg has coined the phrase "Captology"(an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers.In this thought-provoking book, based on nine years of research in captology, Dr. Fogg reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. Technology designers, marketers, researchers, consumers—anyone who wants to leverage or simply understand the persuasive power of interactive technology—will appreciate the compelling insights and illuminating examples found inside. Persuasive technology can be controversial—and it should be. Who will wield this power of digital influence? And to what end? Now is the time to survey the issues and explore the principles of persuasive technology, and B.J. Fogg has written this book to be your guide.* Filled with key term definitions in persuasive computing*Provides frameworks for understanding this domain*Describes real examples of persuasive technologies
Advances in Computer Entertainment
Author: Dennis Reidsma
Publisher: Springer
ISBN: 3319031619
Category : Computers
Languages : en
Pages : 692
Book Description
This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.
Publisher: Springer
ISBN: 3319031619
Category : Computers
Languages : en
Pages : 692
Book Description
This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.
Persuasive Gaming in Context
Author: Teresa De La Hera
Publisher:
ISBN: 9789463728805
Category :
Languages : en
Pages :
Book Description
The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
Publisher:
ISBN: 9789463728805
Category :
Languages : en
Pages :
Book Description
The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
Designing for Usability, Inclusion and Sustainability in Human-Computer Interaction
Author: Constantine Stephanidis
Publisher: CRC Press
ISBN: 1040089046
Category : Computers
Languages : en
Pages : 628
Book Description
Addressing the rising prevalence of interactive systems in our daily lives, this book focuses on the essential aspects of usability, user experience (UX), and inclusive design. This book Discusses both theoretical and practical aspects, approaches, and methods for the design process and the collaboration between HCI Design and Software Engineering. Expands to practical topics such as web and mobile design, aesthetics, information visu- alization, information architecture, and navigation design, along with relevant guidelines and standards. Tackles the issue of persuasive interfaces that has arisen as a crucial concern in the contemporary digitalized landscape. Emphasizes the importance of making computing systems inclusive and user-friendly for a diverse range of users, including children, older adults, and persons with disabilities. Highlights the significance of usability, underscoring its key role in enhancing the overall user experience of interactive products. This book has been written for individuals interested in Human-Computer Interaction research and applications. .
Publisher: CRC Press
ISBN: 1040089046
Category : Computers
Languages : en
Pages : 628
Book Description
Addressing the rising prevalence of interactive systems in our daily lives, this book focuses on the essential aspects of usability, user experience (UX), and inclusive design. This book Discusses both theoretical and practical aspects, approaches, and methods for the design process and the collaboration between HCI Design and Software Engineering. Expands to practical topics such as web and mobile design, aesthetics, information visu- alization, information architecture, and navigation design, along with relevant guidelines and standards. Tackles the issue of persuasive interfaces that has arisen as a crucial concern in the contemporary digitalized landscape. Emphasizes the importance of making computing systems inclusive and user-friendly for a diverse range of users, including children, older adults, and persons with disabilities. Highlights the significance of usability, underscoring its key role in enhancing the overall user experience of interactive products. This book has been written for individuals interested in Human-Computer Interaction research and applications. .
Human Aspects of IT for the Aged Population. Healthy and Active Aging
Author: Qin Gao
Publisher: Springer Nature
ISBN: 303050249X
Category : Computers
Languages : en
Pages : 735
Book Description
This three volume set of LNCS 12207, 12208 and 12209 constitutes the refereed proceedings of the 6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. The total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. ITAP 2020 includes a total of 104 regular papers which are organized in topical sections named: Involving Older Adults in HCI Methodology , User Experience and Aging, Aging and Mobile and Wearable Devices, Health and Rehabilitation Technologies, Well-being, Persuasion, Health Education and Cognitive Support, Aging in Place, Cultural and Entertainment Experiences for Older Adults, Aging and Social Media, Technology Acceptance and Societal Impact.
Publisher: Springer Nature
ISBN: 303050249X
Category : Computers
Languages : en
Pages : 735
Book Description
This three volume set of LNCS 12207, 12208 and 12209 constitutes the refereed proceedings of the 6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. The total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. ITAP 2020 includes a total of 104 regular papers which are organized in topical sections named: Involving Older Adults in HCI Methodology , User Experience and Aging, Aging and Mobile and Wearable Devices, Health and Rehabilitation Technologies, Well-being, Persuasion, Health Education and Cognitive Support, Aging in Place, Cultural and Entertainment Experiences for Older Adults, Aging and Social Media, Technology Acceptance and Societal Impact.
Power of Persuasive Educational Technologies in Enhancing Learning
Author: Sanmugam, Mageswaran
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 596
Book Description
In the domains of education, learners tend to lose interest over time when they are being forced to learn. While the use of extrinsic rewards could motivate learners to a certain degree, it is not ideal as a long-term approach. Instead, learners should be inspired and ignited by the passion for learning itself. Persuasion, which refers to a symbolic process that adopts communication as a medium to achieve behavioral and attitudinal change, holds the potential to convince students to act in such a way. Power of Persuasive Educational Technologies in Enhancing Learning addresses the needs of future generation classroom through leveraging the art and science of persuasion to be incorporated into pedagogical, andragogical and Heutagogical approaches in teaching and learning while also utilizing various technologies. Also, this book offers novel and practical proposition and precedent to be employed in training, classrooms, higher institutions and more with the aim of reaching readers such as educators, academicians, researchers, scholars, instructors, instructional designers, and even students.
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 596
Book Description
In the domains of education, learners tend to lose interest over time when they are being forced to learn. While the use of extrinsic rewards could motivate learners to a certain degree, it is not ideal as a long-term approach. Instead, learners should be inspired and ignited by the passion for learning itself. Persuasion, which refers to a symbolic process that adopts communication as a medium to achieve behavioral and attitudinal change, holds the potential to convince students to act in such a way. Power of Persuasive Educational Technologies in Enhancing Learning addresses the needs of future generation classroom through leveraging the art and science of persuasion to be incorporated into pedagogical, andragogical and Heutagogical approaches in teaching and learning while also utilizing various technologies. Also, this book offers novel and practical proposition and precedent to be employed in training, classrooms, higher institutions and more with the aim of reaching readers such as educators, academicians, researchers, scholars, instructors, instructional designers, and even students.
The Cambridge Handbook of Information Technology, Life Sciences and Human Rights
Author: Marcello Ienca
Publisher: Cambridge University Press
ISBN: 1108809391
Category : Political Science
Languages : en
Pages : 862
Book Description
Debates on the human-rights implications of new and emerging technologies have been hampered by the lack of a comprehensive theoretical framework for the complex issues involved. This volume provides that framework, bringing a multidisciplinary and international perspective to the evolution of human rights in the digital and biotechnological era. It delves into the latest frontiers of technological innovation in the life sciences and information technology sectors, such as neurotechnology, robotics, genetic engineering, and artificial intelligence. Leading experts from the technological, medical, and social sciences as well as law, philosophy, and business share their extensive knowledge about the transformation of the rights framework in response to technological innovation. In addition to providing a comprehensive, interdisciplinary, and international state-of-the art descriptive analysis, the volume also offers policy recommendations to protect and promote human rights in the context of emerging socio-technological trends.
Publisher: Cambridge University Press
ISBN: 1108809391
Category : Political Science
Languages : en
Pages : 862
Book Description
Debates on the human-rights implications of new and emerging technologies have been hampered by the lack of a comprehensive theoretical framework for the complex issues involved. This volume provides that framework, bringing a multidisciplinary and international perspective to the evolution of human rights in the digital and biotechnological era. It delves into the latest frontiers of technological innovation in the life sciences and information technology sectors, such as neurotechnology, robotics, genetic engineering, and artificial intelligence. Leading experts from the technological, medical, and social sciences as well as law, philosophy, and business share their extensive knowledge about the transformation of the rights framework in response to technological innovation. In addition to providing a comprehensive, interdisciplinary, and international state-of-the art descriptive analysis, the volume also offers policy recommendations to protect and promote human rights in the context of emerging socio-technological trends.
Screenfarers
Author: Seth Bunev
Publisher:
ISBN: 9781777494926
Category :
Languages : en
Pages : 146
Book Description
The interfaces we interact with are reshaping our minds in ways that are not always in our best interest. Most digital platforms are rife with psychological tricks to maximise 'time on device, ' because the way free products turn a profit is through advertising. We can see the effects everywhere, especially in children: attention spans dwindle, memories weaken, social skills falter, and instant gratification prevails. Yet there are ways to avoid being caught in the web. By practicing the art of screenfaring, we can move beyond 'surfing: ' we can chart a safe course, tack to the winds, and evade the attention pirates. By teaching the art of screenfaring, we can ensure that the next generation will do the same. The information and activities in Screenfarers will help you help kids to: recognise manipulative tactics, use digital devices without being used, protect their mental capacities from atrophy, and take charge of how tech shapes their mind.
Publisher:
ISBN: 9781777494926
Category :
Languages : en
Pages : 146
Book Description
The interfaces we interact with are reshaping our minds in ways that are not always in our best interest. Most digital platforms are rife with psychological tricks to maximise 'time on device, ' because the way free products turn a profit is through advertising. We can see the effects everywhere, especially in children: attention spans dwindle, memories weaken, social skills falter, and instant gratification prevails. Yet there are ways to avoid being caught in the web. By practicing the art of screenfaring, we can move beyond 'surfing: ' we can chart a safe course, tack to the winds, and evade the attention pirates. By teaching the art of screenfaring, we can ensure that the next generation will do the same. The information and activities in Screenfarers will help you help kids to: recognise manipulative tactics, use digital devices without being used, protect their mental capacities from atrophy, and take charge of how tech shapes their mind.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.