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EcoIsland: a persuasive application to motivate sustainable behavior in collectivist cultures

Published: 16 October 2010 Publication History

Abstract

Until now, many kinds of persuasive applications have been developed, and most of which are used by individuals for personal benefits, example includes better healthcare, better lifestyle, etc. However, one application area that is yet to be explored effectively is persuading commons for preserving shared resources including environmental conservation. Unlike existing persuasive applications, these applications do not aim personal benefits and consequently requires radically different persuasion techniques. In this paper, we apply knowledge of cross-cultural understanding to this kind of persuasive applications. We introduce five design strategies for persuasive applications that could be used especially in collectivist cultures. By sharing our experiences of building persuasive application for reducing CO2 emissions, we expose how these five strategies could be applied in persuasive applications in collectivist cultures.

References

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Consolvo, S., et al. Theory-driven design strategies for technologies that support behavior change in everyday life. Proc. CHI 2009, pp. 405--414, 2009.
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Fogg, B. J. Persuasive technology: using computers to change what we think and do. Morgan Kaufmann Publishers, Boston, 2003.
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Fogg, B. J., et al. Online Persuasion in Facebook and Mixi: A Cross-Cultural Comparison. Proc. Persuasive 2008, pp. 35--46, 2008.
[4]
Hardin, G. The Tragedy of the Commons. Science, 162, pp. 1243--1248, 1968.
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Hofstede, G. Cultures and Organizations: Software for the Mind, McGraw-Hill, New York, 1996.
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Khaled, R., et al. Persuasive interaction for collectivist cultures. Proc. AUIC '06 vol. 50, pp. 73--80, 2006.
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Mankoff, J., et al. Leveraging Social Networks to Motivate Individuals to Reduce Their Ecological Footprints. Proc. HICSS '07, 2007.
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Zajonc, R. B. Social facilitation. Science, 149, 1965.

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  • (2024)How Can We Achieve a Long-Term Effect of Serious Energy Games on the Change in Residential Electricity Demand?Energies10.3390/en1723586917:23(5869)Online publication date: 22-Nov-2024
  • (2022)Review of Demand Response and Energy Communities in Serious GamesIEEE Access10.1109/ACCESS.2022.320201310(91018-91026)Online publication date: 2022
  • (2020)Serious Games as an Engaging Medium on Building Energy Consumption: A Review of Trends, Categories and ApproachesSustainability10.3390/su1220850812:20(8508)Online publication date: 15-Oct-2020
  • Show More Cited By

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      cover image ACM Other conferences
      NordiCHI '10: Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
      October 2010
      889 pages
      ISBN:9781605589343
      DOI:10.1145/1868914
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      • Reykjavik University
      • University of Iceland

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 16 October 2010

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      Author Tags

      1. cultural difference
      2. persuasive technology
      3. sustainability

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      View all
      • (2024)How Can We Achieve a Long-Term Effect of Serious Energy Games on the Change in Residential Electricity Demand?Energies10.3390/en1723586917:23(5869)Online publication date: 22-Nov-2024
      • (2022)Review of Demand Response and Energy Communities in Serious GamesIEEE Access10.1109/ACCESS.2022.320201310(91018-91026)Online publication date: 2022
      • (2020)Serious Games as an Engaging Medium on Building Energy Consumption: A Review of Trends, Categories and ApproachesSustainability10.3390/su1220850812:20(8508)Online publication date: 15-Oct-2020
      • (2015)A model to analyze and design educational games with pedagogical foundationsProceedings of the 12th International Conference on Advances in Computer Entertainment Technology10.1145/2832932.2832951(1-14)Online publication date: 16-Nov-2015
      • (2014)Mobile Persuasive Technology: a Review on Thai elders health service opportunity2014 14th International Symposium on Communications and Information Technologies (ISCIT)10.1109/ISCIT.2014.7011948(431-435)Online publication date: Sep-2014
      • (2014)Show Me or Tell Me: Designing Avatars for FeedbackInteracting with Computers10.1093/iwc/iwu00827:4(458-469)Online publication date: 26-Mar-2014

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