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Keywords = personalized persuasive technologies

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19 pages, 2348 KiB  
Article
BookGPT: A General Framework for Book Recommendation Empowered by Large Language Model
by Zhiyu Li, Yanfang Chen, Xuan Zhang and Xun Liang
Electronics 2023, 12(22), 4654; https://doi.org/10.3390/electronics12224654 - 15 Nov 2023
Cited by 8 | Viewed by 3422
Abstract
With the continuous development and change exhibited by large language model (LLM) technology, represented by generative pretrained transformers (GPTs), many classic scenarios in various fields have re-emerged with new opportunities. This paper takes ChatGPT as the modeling object, incorporates LLM technology into the [...] Read more.
With the continuous development and change exhibited by large language model (LLM) technology, represented by generative pretrained transformers (GPTs), many classic scenarios in various fields have re-emerged with new opportunities. This paper takes ChatGPT as the modeling object, incorporates LLM technology into the typical book resource understanding and recommendation scenario for the first time, and puts it into practice. By building a ChatGPT-like book recommendation system (BookGPT) framework based on ChatGPT, this paper attempts to apply ChatGPT to recommendation modeling for three typical tasks: book rating recommendation, user rating recommendation, and the book summary recommendation; it also explores the feasibility of LLM technology in book recommendation scenarios. At the same time, based on different evaluation schemes for book recommendation tasks and the existing classic recommendation models, this paper discusses the advantages and disadvantages of the BookGPT in book recommendation scenarios and analyzes the opportunities and improvement directions for subsequent LLMs in these scenarios. The experimental research shows the following: (1) The BookGPT can achieve good recommendation results in existing classic book recommendation tasks. Especially in cases containing less information about the target object to be recommended, such as zero-shot or one-shot learning tasks, the performance of the BookGPT is close to or even better than that of the current classic book recommendation algorithms, and this method has great potential for improvement. (2) In text generation tasks such as book summary recommendation, the recommendation effect of the BookGPT model is better than that of the manual editing process of Douban Reading, and it can even perform personalized interpretable content recommendations based on readers’ attribute and identity information, making it more persuasive than interpretable one-size-fits-all recommendation models. Finally, we have open-sourced the relevant datasets and experimental codes, hoping that the exploratory program proposed in this paper can inspire the development of more LLMs to expand their applications and theoretical research prospects in the field of book recommendation and general recommendation tasks. Full article
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<p>ChatGPT’s search volume in the Baidu Index from November 2022 to April 2023.</p>
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<p>Framework of the BookGPT.</p>
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<p>Prompt examples for the BookGPT.</p>
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<p>Example of role injection.</p>
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<p>NDCG scores obtained in the user rating preference recommendation task. NDCG is a metric used to evaluate the performance of recommendation and information retrieval systems, considering both the relevance and ranking of recommended items. The value of NDCG ranges from 0 to 1, with 1 indicating optimal performance. Hence, a higher NDCG value signifies a more effective system.</p>
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35 pages, 9764 KiB  
Article
Using ChatGPT and Persuasive Technology for Personalized Recommendation Messages in Hotel Upselling
by Manolis Remountakis, Konstantinos Kotis, Babis Kourtzis and George E. Tsekouras
Information 2023, 14(9), 504; https://doi.org/10.3390/info14090504 - 13 Sep 2023
Cited by 12 | Viewed by 5139
Abstract
Recommender systems have become indispensable tools in the hotel hospitality industry, enabling personalized and tailored experiences for guests. Recent advancements in large language models (LLMs), such as ChatGPT, and persuasive technologies have opened new avenues for enhancing the effectiveness of those systems. This [...] Read more.
Recommender systems have become indispensable tools in the hotel hospitality industry, enabling personalized and tailored experiences for guests. Recent advancements in large language models (LLMs), such as ChatGPT, and persuasive technologies have opened new avenues for enhancing the effectiveness of those systems. This paper explores the potential of integrating ChatGPT and persuasive technologies for automating and improving hotel hospitality recommender systems. First, we delve into the capabilities of ChatGPT, which can understand and generate human-like text, enabling more accurate and context-aware recommendations. We discuss the integration of ChatGPT into recommender systems, highlighting the ability to analyze user preferences, extract valuable insights from online reviews, and generate personalized recommendations based on guest profiles. Second, we investigate the role of persuasive technology in influencing user behavior and enhancing the persuasive impact of hotel recommendations. By incorporating persuasive techniques, such as social proof, scarcity, and personalization, recommender systems can effectively influence user decision making and encourage desired actions, such as booking a specific hotel or upgrading their room. To investigate the efficacy of ChatGPT and persuasive technologies, we present pilot experiments with a case study involving a hotel recommender system. Our inhouse commercial hotel marketing platform, eXclusivi, was extended with a new software module working with ChatGPT prompts and persuasive ads created for its recommendations. In particular, we developed an intelligent advertisement (ad) copy generation tool for the hotel marketing platform. The proposed approach allows for the hotel team to target all guests in their language, leveraging the integration with the hotel’s reservation system. Overall, this paper contributes to the field of hotel hospitality by exploring the synergistic relationship between ChatGPT and persuasive technology in recommender systems, ultimately influencing guest satisfaction and hotel revenue. Full article
(This article belongs to the Special Issue Systems Engineering and Knowledge Management)
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<p>The overall architecture of eXclusivi’s enterprise-level platform.</p>
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<p>The structure of eXclusivi’s recommendation system.</p>
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<p>Input–output information flow in eXclusivi’s recommendation technology.</p>
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<p>The structure of the knowledge-based recommender system for the wine case scenario.</p>
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<p>The structure of the content-based recommender system for the wine case scenario.</p>
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<p>The structure of the collaborative filtering recommender system for the wine case scenario.</p>
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<p>The user–item feedback matrix, where the dark cells indicate purchases between users and items.</p>
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<p>The basic structure of the PROMOTE system.</p>
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<p>Persado’s Wheel of Emotions.</p>
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<p>Combination between Persado’s emotion categories and Cialdini’s principles in the influential model.</p>
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<p>Examples of ChatGPT prompts engineered in Google Sheets (ChatGPT extension) to create ads with emotions.</p>
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<p>Examples of ad messages created (in English) for couples massage based on luck.</p>
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<p>Upsell’s eXclusivi-platform-integrated examples of ad messages created (in German) for couples massage based on excitement emotion (Persado) and liking principle (Cialdini).</p>
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<p>Upsell’s eXclusivi-platform-integrated examples of ad messages created for couples spa based on encouragement emotion (Persado) and commitment principle (Cialdini).</p>
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<p>Manually generated example messages for spa services for all of Persado’s emotions and various Cialdini’s principles.</p>
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<p>ChatGPT-generated example messages for spa services for all of Persado’s emotions and various Cialdini’s principles.</p>
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<p>Messages generated by ChatGPT and used for the fourth experiment, where emotions belonging to the same emotion category are combined with the principle that appears to have the highest rank with respect to that emotion category.</p>
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12 pages, 815 KiB  
Article
Can Personalization Persuade? Study of Notification Adaptation in Mobile Behavior Change Intervention Application
by Amadej Jankovič, Tine Kolenik and Veljko Pejović
Behav. Sci. 2022, 12(5), 116; https://doi.org/10.3390/bs12050116 - 19 Apr 2022
Cited by 4 | Viewed by 3806
Abstract
The growing ubiquity of smartphones and the ease of creating and distributing applications render the mobile platform an attractive means for facilitating positive behavior change at scale. Within the smartphone as a behavior change support system, mobile notifications play a critical role as [...] Read more.
The growing ubiquity of smartphones and the ease of creating and distributing applications render the mobile platform an attractive means for facilitating positive behavior change at scale. Within the smartphone as a behavior change support system, mobile notifications play a critical role as they enable timely and relevant information distribution. In this paper we describe our preliminary investigation of the persuasiveness of mobile notifications delivered within a real-world behavior change intervention mobile app, which enabled users to set goals and define tasks related to those goals. The application aimed to motivate the users with notifications belonging to one of two groups—tailored and non-tailored, seeing them as sparks in the Fogg Behavior Model and personalizing them according to the users’ Big Five personality traits. Results indicate that customized messages may work for some individuals while working poorly for others. When analyzing users as a single group, no significant differences were observed, but when proceeding with the analysis on the individual level we found seven users whose personality traits notifications interact with in interesting ways. Our results offer two general insights: (1) Using personality-tailored messaging in a dynamic mobile domain as opposed to a static domain leads to different outcomes, and it seems that there is no one-to-one mapping between domains; (2) A major reason for most of our hypotheses being false may be that messages that are deemed as persuasive on their own are not what persuades people to perform an action. Unlike the clear-cut findings observed in other domains, we discover a rather nuanced relationship between the personalization and persuasiveness that calls for further exploration at the individual participant level. Full article
(This article belongs to the Special Issue Health Behavior Change: Theories, Methods, and Interventions)
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<p>Core screens of our mobile application: (<b>a</b>) the landing page; (<b>b</b>) overview of specific Big Plans that contain separate tasks; a user assigns a reward to each task, sets a deadline, and can mark tasks as “done”.</p>
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<p>Notification action and tailored/non-tailored notification distribution. (<b>a</b>) denotes the distribution of reactions to notifications delivered, (<b>b</b>) denotes the proportion of TN delivered to users.</p>
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26 pages, 3215 KiB  
Article
Insights on the Effect and Experience of a Diet-Tracking Application for Older Adults in a Diet Trial
by Laura M. van der Lubbe, Michel C. A. Klein, Marjolein Visser, Hanneke A. H. Wijnhoven and Ilse Reinders
Technologies 2022, 10(1), 31; https://doi.org/10.3390/technologies10010031 - 16 Feb 2022
Viewed by 2827
Abstract
With an ageing population, healthy ageing becomes more important. Healthy nutrition is part of this process and can be supported in many ways. The PROMISS trial studies the effect of increasing protein intake in older adults on their physical functioning. Within this trial, [...] Read more.
With an ageing population, healthy ageing becomes more important. Healthy nutrition is part of this process and can be supported in many ways. The PROMISS trial studies the effect of increasing protein intake in older adults on their physical functioning. Within this trial, a sub-study was performed, researching the added effect of using a diet-tracking app enhanced with persuasive and (optional) gamification techniques. The goal was to see how older adult participants received such technology within their diet program. There were 48 participants included in this sub-study, of which 36 completed the study period of 6 months. Our results on adherence and user evaluation show that a dedicated app used within the PROMISS trial is a feasible way to engage older adults in diet tracking. On average, participants used the app 83% of the days, during a period of on average 133 days. User-friendliness was evaluated with an average score of 4.86 (out of 7), and experienced effectiveness was evaluated with an average score of 4.57 (out of 7). However, no effect of the technology on protein intake was found. The added gamification elements did not have a different effect compared with the version without those elements. However, some participants did like the added gamification elements, and it can thus be nice to add them as additional features for participants that like them. This article also studies whether personal characteristics correlate with any of the other results. Although some significant results were found, this does not give a clear view on which types of participants like or benefit from this technology. Full article
(This article belongs to the Collection Selected Papers from the PETRA Conference Series)
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<p>Overview of participants in the trial and sub-study [<a href="#B16-technologies-10-00031" class="html-bibr">16</a>].</p>
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<p>Number of days with and with tablet input in the trial per participant [<a href="#B16-technologies-10-00031" class="html-bibr">16</a>].</p>
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<p>Number of days with and with tablet input in the trial per participant for the COVID-19 extension case [<a href="#B16-technologies-10-00031" class="html-bibr">16</a>].</p>
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<p>Percentage of (in)active days in the trial per participant [<a href="#B16-technologies-10-00031" class="html-bibr">16</a>].</p>
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<p>Number of days with and with tablet inputs in the trial per participant—normal condition.</p>
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<p>Number of days with and with tablet inputs in the trial per participant—gamification condition.</p>
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<p>Percentage of (in)active days in the trial per participant—Normal condition.</p>
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<p>Percentage of (in)active days in the trial per participant—Gamification condition.</p>
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<p>Participants reaching 1.2 protein intake in grams per kilogram-adjusted body weight per day at 3 months [<a href="#B16-technologies-10-00031" class="html-bibr">16</a>].</p>
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<p>Participants reaching 1.2 protein intake in grams per kilogram-adjusted body weight per day at 6 months [<a href="#B16-technologies-10-00031" class="html-bibr">16</a>].</p>
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<p>Participants reaching 1.2 protein intake in grams per kilogram-adjusted body weight per day at 3 and 6 months.</p>
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<p>Boxplots of the PT evaluation questionnaire per topic for all active participants—scale 1-7 [<a href="#B16-technologies-10-00031" class="html-bibr">16</a>], Triangles: mean scores; Circles: outliers; 1 = strongly disagree (negative evaluation), 7 = strongly agree (positive evaluation); the questions can be found in <a href="#secAdot2-technologies-10-00031" class="html-sec">Appendix A.2</a>. (<b>a</b>) Experienced effectiveness tablet (n = 36). (<b>b</b>) User-friendliness of the tablet (n = 36). (<b>c</b>) Foodbox (n = 26). (<b>d</b>) Notifications (n = 30). (<b>e</b>) Gamification (n = 18).</p>
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<p>Relative number of registrations on the tablet with different methods of input [<a href="#B16-technologies-10-00031" class="html-bibr">16</a>].</p>
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<p>Boxplot of profile page visits for the gamification-condition participants [<a href="#B16-technologies-10-00031" class="html-bibr">16</a>].</p>
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<p>Relative number of mini-games played and skipped per gamification condition participant [<a href="#B16-technologies-10-00031" class="html-bibr">16</a>].</p>
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<p>Popularity difference for mini-games.</p>
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<p>Average popularity of each mini-game.</p>
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<p>Average scores per five games played for gamification participants with more than five games played—each graph represents the scores of one player. The X-axis shows the number of games played, while the y-axis shows the scores (0–10).</p>
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<p>Scatterplot average game score and number of games played (n = 14).</p>
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19 pages, 744 KiB  
Article
How Do Runners Experience Personalization of Their Training Scheme: The Inspirun E-Coach?
by Mark Janssen, Jos Goudsmit, Coen Lauwerijssen, Aarnout Brombacher, Carine Lallemand and Steven Vos
Sensors 2020, 20(16), 4590; https://doi.org/10.3390/s20164590 - 15 Aug 2020
Cited by 11 | Viewed by 3596
Abstract
Among runners, there is a high drop-out rate due to injuries and loss of motivation. These runners often lack personalized guidance and support. While there is much potential for sports apps to act as (e-)coaches to help these runners to avoid injuries, set [...] Read more.
Among runners, there is a high drop-out rate due to injuries and loss of motivation. These runners often lack personalized guidance and support. While there is much potential for sports apps to act as (e-)coaches to help these runners to avoid injuries, set goals, and maintain good intentions, most available running apps primarily focus on persuasive design features like monitoring, they offer few or no features that support personalized guidance (e.g., personalized training schemes). Therefore, we give a detailed description of the working mechanism of Inspirun e-Coach app and on how this app uses a personalized coaching approach with automatic adaptation of training schemes based on biofeedback and GPS-data. We also share insights into how end-users experience this working mechanism. The primary conclusion of this study is that the working mechanism (if provided with accurate data) automatically adapts training sessions to the runners’ physical workload and stimulates runners’ goal perception, motivation, and experienced personalization. With this mechanism, we attempted to make optimal use of the potential of wearable technology to support the large group of novice or less experienced runners and that by providing insight in our working mechanisms, it can be applied in other technologies, wearables, and types of sports. Full article
(This article belongs to the Section Wearables)
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<p>Steps taken by coaches and trainers when creating training schedules for runners. Final step is to continue iteratively with step 4 and step 5.</p>
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<p>Simplified flowchart of Inspirun. Starting from the running experience, to running goal, and which training scheme fits best. For full details see <a href="#app1-sensors-20-04590" class="html-app">Supplementary File S1</a> Detailed Flowchart.</p>
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<p>Frequency of given answer on a 5-point Likert scale on items 1, 2, and 3 (left <span class="html-italic">y</span>-as) and the average score of items 1, 2, and 3 (right <span class="html-italic">y</span>-as).</p>
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31 pages, 2090 KiB  
Article
Gender Preference and Difference in Behavior Modeling in Fitness Applications: A Mixed-Method Approach
by Kiemute Oyibo and Julita Vassileva
Multimodal Technol. Interact. 2020, 4(2), 21; https://doi.org/10.3390/mti4020021 - 22 May 2020
Cited by 9 | Viewed by 6117
Abstract
In recent years, the employment of behavior models to motivate behavior change has become a global trend in fitness application design. However, there is hardly any large-scale study of these applications to understand users’ exercise-type preferences, their drivers and barriers, and the potential [...] Read more.
In recent years, the employment of behavior models to motivate behavior change has become a global trend in fitness application design. However, there is hardly any large-scale study of these applications to understand users’ exercise-type preferences, their drivers and barriers, and the potential of employing them for gender-based tailoring. To bridge this gap, we conducted a mixed-method study among 669 participants to investigate users’ exercise-type preferences (their drivers and barriers) and how they and gender can impact users’ social-cognitive beliefs and projected performance of bodyweight exercises. Firstly, we presented to the study participants a behavior model performing push-up or squat bodyweight exercise in a fitness application and asked them to rate their perceived self-efficacy, self-regulation, outcome expectation, and projected (exercise) performance level as observers of the behavior model. Secondly, we presented the study participants with a preselected list of commonly employed exercise types in fitness applications and requested them to identify their most/least preferred, and the reasons behind their choices. Our results showed that there were differences between both genders in their exercise-type preferences, perceived self-efficacy and projected exercise performance level. Males prefer push-up, squat, crunch, plank, and chair dip the most, with effectiveness being the most important driver, followed by ease of performance and improvement of the physique, look, and appearance. On the other hand, females prefer squat, crunch, jumping jack, step up, and plank the most, with ease of performance being the most important driver, followed by improvement of the physique, look, appearance, and effectiveness. Moreover, males prefer running in place the least, while females prefer push-up the least, with perceived difficulty being the greatest barrier for both genders. Moreover, our analysis of variance supported the female’s least preference for a push-up. Females have a lower perceived self-efficacy and projected performance level for push-up than males. We discussed the implications of our findings and provided guidelines for tailoring fitness applications on the market to users’ preferences and gender. Full article
(This article belongs to the Special Issue Personal Health, Fitness Technologies, and Games)
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<p>Two of the eight race- and gender-based push-up and squat behavior models [<a href="#B27-mti-04-00021" class="html-bibr">27</a>].</p>
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<p>Twelve exercise types presented to participants to choose from their most/least preferred.</p>
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<p>(<b>a</b>) Males’ exercise-types ranking profile based on overall preference percentage from <a href="#mti-04-00021-t003" class="html-table">Table 3</a>. (<b>b</b>) Females’ exercise-types ranking profile based on overall preference percentage from <a href="#mti-04-00021-t003" class="html-table">Table 3</a>.</p>
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<p>(<b>a</b>) Males’ exercise-types ranking profile based on overall preference percentage from <a href="#mti-04-00021-t003" class="html-table">Table 3</a>. (<b>b</b>) Females’ exercise-types ranking profile based on overall preference percentage from <a href="#mti-04-00021-t003" class="html-table">Table 3</a>.</p>
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<p>(<b>a</b>) Drivers of males’ most preferred exercise types. (<b>b</b>) Drivers of females’ most preferred exercise types.</p>
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<p>(<b>a</b>) Barriers against males’ least preferred exercise types. (<b>b</b>) Barriers against females’ least preferred exercise types.</p>
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<p>Mean rating of perceived self-efficacy, self-regulation, outcome expectation on a 0%–100% scale (bar represents neutral value), and projected exercise performance level in the number of reps per week (bar represents overall mean value).</p>
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21 pages, 802 KiB  
Article
Entrepreneurs and Environmental Sustainability in the Digital Era: Regional and Institutional Perspectives
by Qing Ye, Rongting Zhou, Muhammad Azfar Anwar, Ahmad Nabeel Siddiquei and Fahad Asmi
Int. J. Environ. Res. Public Health 2020, 17(4), 1355; https://doi.org/10.3390/ijerph17041355 - 20 Feb 2020
Cited by 55 | Viewed by 7614
Abstract
Climate change and environmental degradation have negatively affected the sustainable development of mankind. The “green” concept has been gradually accepted by the public, thereby strongly promoting “green” business forms and social innovation. This study adopts related information and technology knowledge and experience and [...] Read more.
Climate change and environmental degradation have negatively affected the sustainable development of mankind. The “green” concept has been gradually accepted by the public, thereby strongly promoting “green” business forms and social innovation. This study adopts related information and technology knowledge and experience and warm glow (altruistic value) for business initiatives as push factors, market opportunity (MO) and personal innovativeness (PI) in technology as pull factors, and institutional theory (regulatory support and normative support) as mooring factors. These factors are employed to analyze the switching intentions of individuals toward green entrepreneurship, which is a new persuasive psychological model based on Push–Pull–Mooring model (PPM). The survey questionnaires are collected from a total of 1562 respondents through WeChat in mainland China. The study findings present all variables that significantly affect individuals’ switching intentions toward green entrepreneurs. PI exhibits the most significant impact on intention of individuals toward green entrepreneurship, while the interaction between the mooring factor and MO on switching intentions to green entrepreneurship is relatively weak. Finally, the study contributes theoretical and practical implications for increasing intentions toward green entrepreneurship. Full article
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<p>Graphical presentation of the proposed model.</p>
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14 pages, 884 KiB  
Article
The Influence of Age, Gender, and Cognitive Ability on the Susceptibility to Persuasive Strategies
by Aisha Muhammad Abdullahi, Kiemute Oyibo, Rita Orji and Abdullahi Abubakar Kawu
Information 2019, 10(11), 352; https://doi.org/10.3390/info10110352 - 15 Nov 2019
Cited by 17 | Viewed by 6471
Abstract
The fact that individuals may react differently toward persuasive strategies gave birth to a shift in persuasive technology (PT) design from the one-size-fits-all traditional approach to the individualized approach which conforms to individuals’ preferences. Given that learners’ gender, age, and cognitive level can [...] Read more.
The fact that individuals may react differently toward persuasive strategies gave birth to a shift in persuasive technology (PT) design from the one-size-fits-all traditional approach to the individualized approach which conforms to individuals’ preferences. Given that learners’ gender, age, and cognitive level can affect their response to different learning instructions, it is given primacy of place in persuasive educational technology (PET) design. However, the effect of gender, age, and cognitive ability on learners’ susceptibility to persuasive strategies did not receive the right attention in the extant literature. To close this gap, we carried out an empirical study among 461 participants to investigate whether learners’ gender, age, and cognitive ability significantly affect learners’ susceptibility to three key persuasive strategies (social learning, reward, and trustworthiness) in PETs. The results of a repeated measure analysis of variance (RM-ANOVA) revealed that people with high cognitive level are more likely to be susceptible to social learning, while people with low cognitive level are more likely to be susceptible to trustworthiness. Comparatively, our results revealed that males are more likely to be susceptible to social learning, while females are more likely to be susceptible to reward and trustworthiness. Furthermore, our results revealed that younger adults are more likely to be susceptible to social learning and reward, while older adults are more likely to be susceptible to trustworthiness. Our findings reveal potential persuasive strategies which designers can employ to personalize PTs to individual users in higher learning based on their susceptibility profile determined by age, gender, and cognitive level. Full article
(This article belongs to the Special Issue Personalizing Persuasive Technologies)
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<p>Overall mean rating of the persuasive strategies (SLEARN = social learning, TRUST = trustworthiness, REWD = reward; horizontal bar indicates the neutral of five on the 1–9 Likert scale).</p>
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<p>The effect of gender on susceptibility to persuasive strategies (SLEARN = social learning, TRUST = trustworthiness, REWD = reward; horizontal bar indicates the neutral of five on the 1–9 Likert scale).</p>
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<p>The effect of age on susceptibility to persuasive strategies (SLEARN = social learning, TRUST = trustworthiness, REWD = reward; horizontal bar indicates the neutral of five on the 1–9 Likert scale).</p>
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<p>The effect of cognitive level on susceptibility to persuasive strategies (SLEARN = social learning, TRUST = trustworthiness, REWD = reward; horizontal bar indicates the neutral of five on the 1–9 Likert scale; HCL = high cognitive leaners, LCL = low cognitive leaners).</p>
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16 pages, 1526 KiB  
Article
Can Message-Tailoring Based on Regulatory Fit Theory Improve the Efficacy of Persuasive Physical Activity Systems?
by Leila Sadat Rezai, Jessie Chin, Reicelis Casares-Li, Fan He, Rebecca Bassett-Gunter and Catherine Burns
Information 2019, 10(11), 347; https://doi.org/10.3390/info10110347 - 8 Nov 2019
Cited by 2 | Viewed by 3274
Abstract
Background: Many behaviour-change technologies have been designed to help people with a sedentary lifestyle to become more physically active. However, challenges exist in designing systems that work effectively. One of the key challenges is that many of those technologies do not account for [...] Read more.
Background: Many behaviour-change technologies have been designed to help people with a sedentary lifestyle to become more physically active. However, challenges exist in designing systems that work effectively. One of the key challenges is that many of those technologies do not account for differences in individuals’ psychological characteristics. To address that problem, tailoring the communication between a system and its users has been proposed and examined. Although in the research related to public health education, message tailoring has been studied extensively as a technique to communicate health information and to educate people, its use in the design of behaviour-change technologies has not been adequately investigated. Objective: The goal of this study was to explore the impact of message tailoring, when tailoring was grounded in Higgins’ Regulatory Fit Theory, and messages were constructed to promote physical activity. Method: An email intervention was designed and developed that sent participants daily health messages for 14 consecutive days. There were three categories of messages: reminders, promotion-, and prevention-messages. The effect of the messages on behaviour was compared between those who received messages that fitted their self-regulatory orientation, versus those who received non-fitted messages. Results: Participants who received promotion- or prevention-messages walked for longer periods of time, compared to those who received reminders in the control group. When comparing the first two groups, promotion-message-recipients on average walked more than those who received prevention-messages. In other words, promotion messages acted more persuasively than prevention-messages and reminders. Contrary to our hypothesis, those individuals who received messages that fitted their self-regulatory orientation did not walk more than those who received non-fitted messages. Conclusions: The efficacy of Higgins’ Regulatory Fit Theory in the design of tailored health messages was examined. This study did not find support for the use of that theory in guiding the design of persuasive health messages that promote physical activity. Therefore, more research is necessary to investigate the effectiveness of tailoring strategies. Full article
(This article belongs to the Special Issue Personalizing Persuasive Technologies)
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<p>Study procedure.</p>
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<p>Number of participants who answered the study questionnaires during the intervention period.</p>
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<p>Average time participants of each message condition spent walking per day at different periods of the study.</p>
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<p>Average time promotion-message-recipients spent walking.</p>
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<p>Average time prevention-message-recipients spent walking.</p>
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21 pages, 1320 KiB  
Article
Investigation of the Moderating Effect of Culture on Users’ Susceptibility to Persuasive Features in Fitness Applications
by Kiemute Oyibo and Julita Vassileva
Information 2019, 10(11), 344; https://doi.org/10.3390/info10110344 - 6 Nov 2019
Cited by 15 | Viewed by 3807
Abstract
Persuasive technologies have been identified as a potential motivational tool to tackle the rising problem of physical inactivity worldwide, with research showing they are more likely to be successful if tailored to the target audience. However, in the physical activity domain, there is [...] Read more.
Persuasive technologies have been identified as a potential motivational tool to tackle the rising problem of physical inactivity worldwide, with research showing they are more likely to be successful if tailored to the target audience. However, in the physical activity domain, there is limited research on how culture moderates users’ susceptibility to the various persuasive features employed in mobile health applications aimed to motivate behavior change. To bridge this gap, we conducted an empirical study among 256 participants from collectivist (n = 67) and individualist (n = 189) cultures to determine their culture-specific persuasion profiles with respect to six persuasive features commonly employed in fitness applications on the market. The persuasive features include two personal features (goal-setting/self-monitoring and reward) and four social features (competition, cooperation, social learning and social comparison). We based our study on the rating of storyboards (on which each of the six persuasive features is illustrated) and the ranking of the six persuasive features in terms of perceived persuasiveness. The results of our analysis showed that users from individualist and collectivist cultures significantly differ in their persuasion profiles. Based on our rating measure, collectivist users are more likely to be susceptible to all six persuasive features (personal and social) than individualist users, who are only likely to be susceptible to personal features. However, based on our ranking measure, individualist users are more likely to be susceptible to personal features (goal-setting/self-monitoring and reward) than collectivist users. In contrast, collectivist users are more likely to be susceptible to social features (cooperation and social learning) than individualist users. Based on these findings, we provide culture-specific persuasive technology design guidelines. Our study is the first to uncover the moderating effect of culture on users’ susceptibility to commonly employed persuasive features in fitness applications. Full article
(This article belongs to the Special Issue Personalizing Persuasive Technologies)
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<p>Storyboard illustrating a social learning persuasive feature [<a href="#B17-information-10-00344" class="html-bibr">17</a>].</p>
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<p>Overall mean rating (left) and ranking (right) of persuasive features. Crossbar indicates the neutral value on the 1–7 Likert scale and the mean value on the 1–6 ranking scale; REWD = Reward, GOAL/SMT = Goal-Setting/Self-Monitoring, CMPT = Competition, SCOMP = Social Comparison, SLEARN = Social Learning, COOP = Cooperation.</p>
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<p>Culture-based mean rating (left) and ranking (right) of persuasive features. Crossbar indicates the neutral value on the 1–7 Likert scale and the mean value on the 1–6 ranking scale; REWD = Reward, GOAL/SMT = Goal-Setting/Self-Monitoring, CMPT = Competition, SCOMP = Social Comparison, SLEARN = Social Learning, COOP = Cooperation; COL = Collectivist culture, IND = Individualist culture.</p>
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12 pages, 906 KiB  
Article
Psychophysiological Measures of Reactance to Persuasive Messages Advocating Limited Meat Consumption
by Hanne Spelt, Elisabeth Kersten-van Dijk, Jaap Ham, Joyce Westerink and Wijnand IJsselsteijn
Information 2019, 10(10), 320; https://doi.org/10.3390/info10100320 - 17 Oct 2019
Cited by 14 | Viewed by 5193
Abstract
Persuasive interventions can lose their effectiveness when a person becomes reactant to the persuasive messages—a state identified by feelings of anger and perceived threat to freedom. A person will strive to reestablish their threatened freedom, which is characterized by motivational arousal. Research suggests [...] Read more.
Persuasive interventions can lose their effectiveness when a person becomes reactant to the persuasive messages—a state identified by feelings of anger and perceived threat to freedom. A person will strive to reestablish their threatened freedom, which is characterized by motivational arousal. Research suggests that the motivational state of psychological reactance can be observed in physiology. Therefore, the assessment of physiological reactions might help to identify reactance to persuasive messages and, thereby, could be an objective approach to personalize persuasive technologies. The current study investigates peripheral psychophysiological reactivity in response to persuasive messages. To manipulate the strength of the reactant response either high- or low-controlling language messages were presented to discourage meat consumption. The high-controlling language condition indeed evoked more psychological reactance, and sympathetic arousal did increase during persuasive messaging in heart rate and heart rate variability, although no clear relationship between physiological reactivity and self-reported psychological reactance was found. However, the evaluation of multiple linear models revealed that variance in self-reported psychological reactance was best explained by initial intentions in combination with cardiovascular reactivity. To conclude, considering physiological reactivity in addition to motivational state can benefit our understanding of psychological reactance. Full article
(This article belongs to the Special Issue Personalizing Persuasive Technologies)
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<p>Experimental procedure during the laboratory experiment starting with a freedom exercise followed by a baseline measurement of physiology in rest, a factual movie about the consequences of meat consumption on health and environment, a second baseline, a persuasive message using high or low controlling language and a post-survey.</p>
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<p>Average physiological reactivity per segment for each experimental group with error bars representing standard errors of the mean. Red = group that received HCL, blue = group that received LCL.</p>
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17 pages, 277 KiB  
Article
Gender, Age and Subjective Well-Being: Towards Personalized Persuasive Health Interventions
by Aisha Muhammad Abdullahi, Rita Orji and Abdullahi Abubakar Kawu
Information 2019, 10(10), 301; https://doi.org/10.3390/info10100301 - 27 Sep 2019
Cited by 20 | Viewed by 6092
Abstract
(1) Background: Subjective well-being (SWB) is an individual’s judgment about their overall well-being. Research has shown that high subjective well-being contributes to overall health. SWB consists of both Affective and Cognitive dimensions. Existing studies on SWB are limited in two major ways: first, [...] Read more.
(1) Background: Subjective well-being (SWB) is an individual’s judgment about their overall well-being. Research has shown that high subjective well-being contributes to overall health. SWB consists of both Affective and Cognitive dimensions. Existing studies on SWB are limited in two major ways: first, they focused mainly on the Affective dimension. Second, most existing studies are focused on individuals from the Western and Asian nations; (2) Methods: To resolve these weaknesses and contribute to research on personalizing persuasive health interventions to promote SWB, we conducted a large-scale study of 732 participants from Nigeria to investigate what factors affect their SWB using both the Affective and Cognitive dimensions and how distinct SWB components relates to different gender and age group. We employed the Structural Equation Model (SEM) and Confirmatory Factor Analysis (CFA) to develop models showing how gender and age relate to the distinct components of SWB; (3) Results: Our study reveals significant differences between gender and age groups. Males are more associated with social well-being and satisfaction with life components while females are more associated with emotional well-being. As regards age, younger adults (under 24) are more associated with social well-being and happiness while older adults (over 65) are more associated with psychological well-being, emotional well-being, and satisfaction with life. (4) Conclusions: The results could inform designers of the appropriate SWB components to target when personalizing persuasive health interventions to promote overall well-being for people belonging to various gender and age groups. We offer design guidelines for tailoring persuasive intervention to increase SWB based on an individual’s age and gender group. Finally, we map SWB components to possible persuasive technology design strategies that can be employed to implement them in persuasive interventions design. Full article
(This article belongs to the Special Issue Personalizing Persuasive Technologies)
20 pages, 1716 KiB  
Article
When Personalization Is Not an Option: An In-The-Wild Study on Persuasive News Recommendation
by Cristina Gena, Pierluigi Grillo, Antonio Lieto, Claudio Mattutino and Fabiana Vernero
Information 2019, 10(10), 300; https://doi.org/10.3390/info10100300 - 26 Sep 2019
Cited by 25 | Viewed by 6653
Abstract
Aiming at granting wide access to their contents, online information providers often choose not to have registered users, and therefore must give up personalization. In this paper, we focus on the case of non-personalized news recommender systems, and explore persuasive techniques that can, [...] Read more.
Aiming at granting wide access to their contents, online information providers often choose not to have registered users, and therefore must give up personalization. In this paper, we focus on the case of non-personalized news recommender systems, and explore persuasive techniques that can, nonetheless, be used to enhance recommendation presentation, with the aim of capturing the user’s interest on suggested items leveraging the way news is perceived. We present the results of two evaluations “in the wild”, carried out in the context of a real online magazine and based on data from 16,134 and 20,933 user sessions, respectively, where we empirically assessed the effectiveness of persuasion strategies which exploit logical fallacies and other techniques. Logical fallacies are inferential schemes known since antiquity that, even if formally invalid, appear as plausible and are therefore psychologically persuasive. In particular, our evaluations allowed us to compare three persuasive scenarios based on the Argumentum Ad Populum fallacy, on a modified version of the Argumentum ad Populum fallacy (Group-Ad Populum), and on no fallacy (neutral condition), respectively. Moreover, we studied the effects of the Accent Fallacy (in its visual variant), and of positive vs. negative Framing. Full article
(This article belongs to the Special Issue Personalizing Persuasive Technologies)
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<p>The official home page of our university web site (<b>b</b>), embeds featured news from the magazine (<b>a</b>).</p>
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<p>News detail page with a set of recommended news (1). Notice the yellow box used to provide visual accent and the persuasive sentence introducing recommendations (2).</p>
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<p>Experimental design.</p>
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<p>Recommended news with positive framing (<b>left</b>) and negative framing (<b>right</b>).</p>
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<p>Users remembering at least one type of recommendations (<b>a</b>), and user perceptions of their interestingness (<b>b</b>).</p>
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10 pages, 8317 KiB  
Article
A System Model for Personalized Medication Management (MyMediMan)—The Consumers’ Point of View
by Elena Vlahu-Gjorgievska, Khin T. Win and Willy Susilo
Information 2018, 9(4), 69; https://doi.org/10.3390/info9040069 - 24 Mar 2018
Cited by 2 | Viewed by 5238
Abstract
In this paper, we propose a design for a personalized medication management system model MyMediMan that provides medication information for different stakeholders. The focus of the paper is on the system’s features and personalized information provided for the consumers as primary users of [...] Read more.
In this paper, we propose a design for a personalized medication management system model MyMediMan that provides medication information for different stakeholders. The focus of the paper is on the system’s features and personalized information provided for the consumers as primary users of the proposed solution. The presented design introduces the consumers to different aspects of the medications they take and their overall health condition. The personalized information should increase the consumers’ awareness about the positive benefits of taking the medications as well as the consequences that particular medication can have on their health condition. By obtaining this information, the consumers will be aware of various medications’ characteristics and different ways to improve their health, and thus be more actively involved in their healthcare. Full article
(This article belongs to the Section Information Systems)
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<p>Stakeholders and Information categories in MyMediMan.</p>
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<p>MyMediMan’s personalized features and information.</p>
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<p>MyMediMan’s general use case scenario.</p>
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27 pages, 3300 KiB  
Article
Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients
by Randy Klaassen, Kim C. M. Bul, Rieks Op den Akker, Gert Jan Van der Burg, Pamela M. Kato and Pierpaolo Di Bitonto
Sensors 2018, 18(2), 402; https://doi.org/10.3390/s18020402 - 30 Jan 2018
Cited by 57 | Viewed by 10042
Abstract
Self monitoring, personal goal-setting and coaching, education and social support are strategies to help patients with chronic conditions in their daily care. Various tools have been developed, e.g., mobile digital coaching systems connected with wearable sensors, serious games and patient web portals to [...] Read more.
Self monitoring, personal goal-setting and coaching, education and social support are strategies to help patients with chronic conditions in their daily care. Various tools have been developed, e.g., mobile digital coaching systems connected with wearable sensors, serious games and patient web portals to personal health records, that aim to support patients with chronic conditions and their caregivers in realizing the ideal of self-management. We describe a platform that integrates these tools to support young patients in diabetes self-management through educational game playing, monitoring and motivational feedback. We describe the design of the platform referring to principles from healthcare, persuasive system design and serious game design. The virtual coach is a game guide that can also provide personalized feedback about the user’s daily care related activities which have value for making progress in the game world. User evaluations with patients under pediatric supervision revealed that the use of mobile technology in combination with web-based elements is feasible but some assumptions made about how users would connect to the platform were not satisfied in reality, resulting in less than optimal user experiences. We discuss challenges with suggestions for further development of integrated pervasive coaching and gamification platforms in medical practice. Full article
(This article belongs to the Special Issue Smart Sensing Technologies for Personalised Coaching)
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<p>The PERGAMON architecture.</p>
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<p>The data flow of the Sensor Network.</p>
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<p>The architecture of the Sensor Network.</p>
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<p>Gamification platform, Goals.</p>
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<p>Gamification platform, Tasks.</p>
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<p>Main characteristics of the <span class="html-italic">Tako Game</span> (see <a href="#sensors-18-00402-t001" class="html-table">Table 1</a> for explanation).</p>
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<p>The coaching engine of the Virtual Coach of the PERGAMON platform depicting the knowledge and data source components used by the Virtual Coach.</p>
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<p>An example of coaching rule.</p>
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<p>Example of a coaching message on the PERGAMON website. The message is in Dutch (English: <span class="html-italic">“Too bad! This week you did not do all your glucose measurements. You measured 10 times, 3 times your level was too high and 4 times your level was too low. Please, discuss this with your diabetes nurse or with your parents.”</span>).</p>
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