All Stories

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