2022
DOI: 10.1016/j.patter.2022.100545
|View full text |Cite
|
Sign up to set email alerts
|

A systematic literature review on persuasive technology at the workplace

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
2
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
7
1

Relationship

0
8

Authors

Journals

citations
Cited by 10 publications
(5 citation statements)
references
References 32 publications
0
2
0
Order By: Relevance
“…In [13] we see an equivalent principle applied to pediatric anxiety around surgery. Diet and movement are recognized behavioral targets and many applications aim to support healthy choices, in life, at home and at work [14]. Access to one's own health information can be a useful engagement motivator, so various forms of "personal health record" also feature, from solutions that allow the individual a measure of control to simpler applications that authenticate the person for access to their health system record [15].…”
Section: Wellbeing Workplace Health Mental Healthmentioning
confidence: 99%
“…In [13] we see an equivalent principle applied to pediatric anxiety around surgery. Diet and movement are recognized behavioral targets and many applications aim to support healthy choices, in life, at home and at work [14]. Access to one's own health information can be a useful engagement motivator, so various forms of "personal health record" also feature, from solutions that allow the individual a measure of control to simpler applications that authenticate the person for access to their health system record [15].…”
Section: Wellbeing Workplace Health Mental Healthmentioning
confidence: 99%
“…Relatedly, the domain of persuasive technology and gamification offers insights into the mechanisms that can influence player behavior in video games. Persuasive technology refers to systems designed to change attitudes or behaviors through persuasion and social influence, but not through coercion [31]. Gamification, conversely, involves applying gamedesign elements in non-game contexts, aiming to enhance user engagement and motivation [32].…”
Section: Motivations For Microtransaction Purchasesmentioning
confidence: 99%
“…Persuasion involves deliberately influencing behaviors, emotions, or thoughts regarding a particular issue, object, or action. Persuasive Technology is a broad range of technologies designed to modify user behaviors or underlying attitudes [42] by employing behavior change techniques. Numerous persuasive tactics, such as competition, self-tracking with feedback, goal establishment with recommendations, customization, and social contrasts, yield diverse outcomes contingent on the precise context and may fluctuate depending on the user's emotional state and individual characteristics [43].…”
Section: External Factors As Motivating Variablesmentioning
confidence: 99%