=Paper= {{Paper |id=Vol-1153/Paper_5 |storemode=property |title=Exploring the Persuasiveness of Behavior Change Support Strategies and Possible Gender Differences |pdfUrl=https://ceur-ws.org/Vol-1153/Paper_5.pdf |volume=Vol-1153 |dblpUrl=https://dblp.org/rec/conf/persuasive/Orji14 }} ==Exploring the Persuasiveness of Behavior Change Support Strategies and Possible Gender Differences== https://ceur-ws.org/Vol-1153/Paper_5.pdf
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      Exploring the Persuasiveness of Behavior Change Support
             Strategies and Possible Gender Differences


                                                 Rita Orji

                                Computer Science Department
                                 University of Saskatchewan
                               Saskatoon, SK. S7N 5C9, Canada
                                     {rita.orji@usask.ca}

     Abstract. There is need to investigate the persuasiveness of various health
     behavior promoting strategies that are commonly employed in behavior
     change interventions design with respect to possible gender effect. Behavior
     change researchers have advocated the need to adapt persuasive approaches to
     various user characteristics. Gender has been identified to influence behavior
     in many domains. Therefore, this paper presents a comparative study
     investigating the perceived persuasiveness of health behavior promotion
     applications depicting ten commonly employed behavior change strategies.
     The population of interest are males and females and the purpose of the study
     is to investigate differences in persuadability and the perceived persuasiveness
     of behavior change strategies overall. To achieve this, we conducted a large-
     scale study on 1108 participants (575 males and 533 females) to examine the
     persuasiveness of ten strategies that are commonly employed in health
     behavior change intervention design. We also examined possible gender
     effects on the persuasiveness of various strategies. The results of the analysis
     show that some of the strategies studied are highly persuasive overall, while
     others were rated low in persuasiveness. The results also suggest that males
     and females differ significantly in persuadability – with females being more
     receptive to most of the behavior change strategies. Some strategies are more
     suitable for persuading one gender than the other. We therefore conclude that
     gender-dependent approaches would generally be more appropriate for
     designing behavior change support systems that will effectively promote
     health behavior change than the one-size-fits all approach.

     Keywords: Persuasive Technology, Behavior Change, Gender, Persuasive
     Strategies, Persuasiveness, Health Behavior, PSD, health intervention,
     mhealth, health.



1    Introduction
    Recent years have witnessed an increasing number of lifestyle-related health
problems. Research has shown that adoption of healthy behavior can prevent or at
least reduce the risk of many diseases, including obesity, heart disease, and type 2
diabetes [34]. It is, therefore, not surprising that interventions aimed at modifying
health behavior have been identified as a major solution to these health conditions
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         [16]. As a result, research on how to design technology to motivate behavior
         change is a key area of inquiry of Behavior Change Support Systems (BCSSs)
         research within the Persuasive Technology (PT) community. Research has shown
         the potential of behavior change support systems to motivate healthy behavior –
         help people achieve personal wellness, manage diseases, and engage in
         preventive behaviors [6,11,14,22] using several persuasive strategies.
             Over the years, several persuasive strategies have been developed [9,20].
         However, many of these strategies are conjecture and their effectiveness have not
         been validated on a large-scale study while few of them have only been
         qualitatively evaluated – with systematic validation. As a result, most of the
         BCSSs assume a one-size-fits-all approach with respect to their choice of
         behavior change strategies to employ in their intervention design. This is based
         on the assumption that the strategies are equally persuasive and would similarly
         motivate people to change their behavior. However, people differ in motivation; a
         strategy that motivates one type of person to change her behavior may actually
         deter behavior change for another type of person [15]. Therefore, designing a
         technology that will inspire a positive user experience and effectively motivate
         health behavior change requires adapting the strategies based on the knowledge
         of their persuasiveness. Research has shown that tailoring behavior change
         strategies would increase the effectiveness of behavior change support systems in
         the domain of health [15]. According to Berkovsky et al. [2], tailoring persuasive
         strategies has a “huge untapped potential to maximize the impact of persuasive
         applications”. The success of different BCSSs will be partly dependent on the
         persuasiveness of the strategies employed in their design and the appropriateness
         of the strategies for the target users or user group. However, research on tailoring
         behavior change strategies based on the knowledge of their persuasiveness is just
         beginning.
             In choosing approaches for group-based tailoring, research has shown that
         gender is a reliable approach [26]. Research has also established gender
         differences in many areas including the perception of different behavior
         determinants [26], gameplay, and health behavior [7]. However, whether or not
         gender influences the persuasiveness of various behavior change strategies as
         highlighted by the Persuasive System Design (PSD) framework [20] has not been
         examined. Investigating the persuasiveness of these strategies and how they are
         perceived by different gender group is necessary to aid tailoring BCSS to the
         various gender groups to increase their effectiveness at achieving their intended
         objective of motivating behavior change.
         Therefore, this paper investigates the persuasiveness of various behavior change
         strategies and possible gender differences in the persuasiveness of the strategies.
         We achieve this by comparing the effectiveness of ten PT strategies –
         competition, comparison, cooperation, customization, personalization, praise,
         simulation, Self-monitoring and Feedback, suggestion, and reward (from Fogg
         [9] and Oinas-Kukkonen [20]) – within and across the gender groups. The results
         of a large-scale study of 1108 participants (575 males and 533 females) suggest that
         males and females differ significantly in persuadability – with females being
         more receptive to most of the PT strategies. The study also provides a
         quantitative validation of the persuasiveness of the strategies overall. Some of the
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strategies are perceived as highly persuasive by the participants overall, while
others were scored low in persuasiveness with respect to their efficacy to
motivate healthy behavior change. Yet, some of the strategies are intermediately
persuasive.


2    Background
Over the years, a number of strategies for designing behavior change support
systems have been developed. For example, Fogg [9] developed seven
persuasive tools, and Oinas-Kukkonen [20] built on Fogg’s strategies to develop
28 persuasive system design principles. These strategies are often applied in
combinations when incorporated in actual software [13]. Therefore, it is common
practice for researchers in persuasion to select a combination of strategies from
various authors to inform their design. The choice of the strategies based on their
persuasiveness and their suitability for particular users or user group are often
based on a designer’s own intuition, making it difficult to tailor strategies to users
or user groups.
Considering that the large number of PT strategies in existence today cannot be
exhausted in a studio, in this paper, we adopt 10 strategies (from Fogg and Oinas-
Kukkonen). Personalization offers system-tailored contents and services to its
users, tailoring content and functionality to a particular user’s need based on a
user’s characteristics. For a detailed discussion of the strategies see [20].
Simulation provides the means for a user to rehearse the behavior and to observe
the cause-and-effect linkage of their behavior. It is one of the rarely employed
strategies in health game design. Self-monitoring allows people to track their own
behaviors, providing information on both past and current states. It is one of the
most common strategies for healthy eating and physical activity motivating
applications [3,32]. The Suggestion strategy suggests certain tasks (for achieving
favorable behavior outcomes) to users during system use. Praise applauds the
user for performing the target behavior via words, images, symbols, or sounds as
a way to give positive feedback to the user (for example in [1,30]). Reward
offers virtual rewards to users for performing the target behavior. It is one of the
commonly employed strategies [25]. Competition allows the user to compete with
others. Comparison provides a means for the user to view and compare his/her
performance with the performance of other user(s). Competition, and Comparison
are included among the commonly used strategies. Cooperation requires users to
cooperate (work together) to achieve a shared objective and rewards them for
achieving their goals collectively. Customization is a strategy that provides the
user an opportunity to adapt a system’s contents and functionality to their needs
or choices. These strategies have been employed in the design of several health
behavior change support systems (for examples, see [3,15,25,30]).


3    Study Design and Methods
For the purpose of this study, we chose to focus on common application of
behavior change technology to ensure uniformity: behavior change technology
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         for encouraging healthy eating behavior. Through a review of related work in
         designing behavior change support systems, we established a comprehensive list
         of persuasive strategies and how they have been operationalized in behavior
         change support systems. Storyboards provide a common visual language that
         individuals from diverse backgrounds can read and understand [18]. Considering
         that we cannot exhaustively study the large number of behavior change strategy
         from the literature, we selected 10 commonly employed – competition,
         comparison, cooperation, customization, personalization, praise, simulation,
         Self-monitoring and Feedback, suggestion, and reward (from Fogg [9] and Oinas-
         Kukkonen [20]). Recent reviews also identified these strategies among the
         commonly used PT strategies in persuasive systems design [17,35]. However, it
         is important to note that these ten strategies are not more important than the rest
         and may not be representative of all strategies.
          To collect data for our model, we follow the approach described by Halko and
         Kientz [12]. Specifically, we represented each behavior change strategy in a
         storyboard. Although we could implement the individual strategies and then
         evaluate their persuasiveness in actual BCSS, we chose to use storyboards
         because actual implementation may create additional noise as it involves many
         other design decisions and the results can easily be biased by specific
         implementation decisions. The storyboards show a character and his/her
         interactions with a persuasive application for promoting healthy eating. The ten
         storyboards were drawn by an artist and were based on storyboard design
         guidelines by Truong et al. [31]. Figure 1 shows examples of two of the ten used
         persuasive strategies, reward and self-monitoring. Prior to assessing the
         persuasiveness of the various strategies, we ensured that the participants
         understood the strategy depicted in each storyboard by asking them two
         comprehension questions – first, to identify the illustrated strategy from a list of
         ten different strategies; and second, to describe what is happening in the
         storyboard in their own words. To elicit feedback on the persuasiveness of the
         strategies, each storyboard was followed by a validated scale consisting of four
         questions for measuring perceived persuasiveness, adapted from Drozd et al. [8].
         Specifically, we asked participants the following questions after they have
         successfully answered the comprehension questions that show that they
         understood the strategy depicted in the storyboard:


         Imagine that you are using the system presented in storyboard above to track
         your daily eating, on a scale of 1 to 7 (1-Strongly disagree and 7-Strongly agree),
         to what extend do you agree with the following statements:
                           a.    The system would influence me.

                           b.    The system would be convincing.

                           c.    The system would be personally relevant for me.

                           d.    The system would make me reconsider my eating habits.
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The questions were measured using participant agreement with a 7-point Likert
scale ranging from “1 = Strongly disagree” to “7 = Strongly agree”.
To eliminate possible bias due to the ordering of the storyboards in the survey,
we used a Latin Square to balance the order of presentation of the persuasive
strategies. We created ten surveys that varied the position of each strategy and
randomly assigned participants to one of the ten surveys.
We recruited participants for this study using Amazon’s Mechanical Turk
(AMT). AMT has become an accepted method of gathering users’ responses [19].
It allows access to a global audience at a relatively low cost, and ensures efficient
survey distribution, and high quality results [4,19]. We followed the
recommendations for performing effective studies on the AMT by Mason and
Suri [19], and used a similar approach to the one described by Halko and Kientz
[12]. The study took an average of an hour to complete. Before the main study,
we conducted pilot studies to test the validity of our study instruments.
A total of 1384 participants responded to our study. A total of 1108 valid
responses were retained and included in the analysis. The participants
demographic information is summarized in Table 1. In general, our participants
are fairly distributed across the gender groups. With respect to age and education
level attained, we have a diverse population.




Figure 1: Storyboard illustrating reward and self-monitoring strategy
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         Table 1: Participants’ demographic information

                                                      Total Participants = 1108
             Gender                 Females (533, 48%), Males (575, 52%)
             Age                    18-25 (418, 38%), 26-35 (406, 37%), 36-45 (168, 15%), Over 45
                                    (116, 10%).
             Education              Less than High School (12, 1%), High School Graduate (387, 35%),
                                    College Diploma (147, 13%), Bachelor’s Degree (393, 35%),
                                    Master’s Degree (141, 13%).



         4     Data Analysis and Results
         We begin our analysis by validating our study instrument. First, to ensure that
         participants understood the intended persuasive strategy in each of the
         storyboards, we ran chi-squared tests on the participants’ responses to the
         multiple-choice questions that required them to identify the represented
         persuasive strategy for each of the storyboards. The results for all the strategies
         were significant at p<. 001. Second, we determined the consistency of the scale
         using Cronbach’s alpha (α). The α for the strategies were all greater than 0.70
         showing that the scales have good internal consistency. Third, to determine
         whether responses to each strategy were unique in our data, we performed
         Exploratory Factor Analysis (EFA), which showed that self-monitoring and
         suggestion loaded into one factor and competition and comparison loaded into
         one factor as well. Hence, the total number of factors examined in this study was
         reduced from ten to eight. Next, we examine the persuasiveness of the strategies.
         Alongside examining the differences in perceived persuasiveness between males
         and females, validating the overall persuasiveness of the individual strategies for
         promoting healthy behavior is of interest. To achieve this, we performed one-
         sample t-test separately on the data for males and females and on the combined
         data – to obtain an overall persuasiveness of the strategies. We compared this
         data against a neutral rating for the perceived persuasiveness scale of 4. Figure 2
         and Table 2 present the details of the overall persuasiveness of the individual
         strategies.
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In general, participants perceived most of the strategies as persuasive.
Specifically, all the strategies apart from reward and customization were
perceived as persuasive. Customization is significantly below the neutral rating of
4 making it the least persuasive among all the strategies studied, Table 2. On the
other hand, personalization and simulation emerged as strategies that are
perceived as most persuasive (capable of motivating health behavior change) with
mean ratings quite high and well above the neutral rating of 4, with mean
differences close to 1 – see Figiure 2 and Table 2.




Figure 2: A bar graph of the mean of individual strategies showing their overall
persuasiveness. Error bars represent a 95% confidence interval.
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         Table 2: Mean and Standard Deviations (SD), Mean Difference (MD), t-values
         (t2), and significant levels for the individual strategies on a scale from 1(low) to
         7(high) for overall persuasiveness.
                                                                                    N = 1108
                                                   Mean             SD            MD             t2               p
                     COOP                          4.40             1.76          0.41           7.69             <.0001
                     CUST                          3.35             1.75          -0.65          12.38            <.0001
                     PERS                          4.84             1.64          0.83           17.04            <.0001
                     PRAS                          4.22             1.75          0.21           4.01             <.0001
                     REWD                          3.91             1.82          -0.09          1.67             <.0960
                     SIML                          4.62             1.72          0.62           11.88            <.0001
                     CMPTCMPR                      4.40             1.72          0.40           7.81             <.0001
                     SEMSUG                        4.31             1.59          0.31           6.57             <.0001


         With respect to gender differences, males and females perceived most of the
         strategies as persuasive, see Figure 3 and Table 3. Similar to the general group,
         personalization and simulation emerged as the most persuasive strategies that is
         capable of motivating health behavior change for both males and females.
         Customization is significantly below the neutral rating of 4 – making it the
         strategy that is perceived as least persuasive for both males and females. Reward
         on the other hand is a borderline strategy – that is exactly equal to the neutral
         rating of 4 – for females while it is below the neutral rating of 4 for males and
         therefore listed among the least persuasive together with customization for males
         – Figure 2 and Table 2.
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Figure 3: A bar graph of the mean of individual strategies showing their
persuasiveness for males and females. Error bars represent a 95% confidence
interval.


Table 3: Means and Standard Deviations (SD), Mean Difference (MD), t-values
(t2), and Significant levels (p) of the persuasiveness rating of the ten strategies on
a scale from 1 (low) to 7 (high) for females and males separately.
                                        N = 533                                               N = 575
                                      Females                           Males
                  Mean       SD        MD        t2          p          Mean        SD         MD       t2           p
COOP              4.52       1.79      0.52      6.73        <.000      4.30        1.73       0.30     4.16         <.0001
CUST              3.46       1.71      -0.54     7.25        <.000      3.24        1.78       -0.76 10.19 <.0001
PERS              5.02       1.57      1.03      15.04       <.000      4.66        1.68       0.67     9.52         <.0001
PRAS              4.33       1.74      0.33      4.31        <.153      4.10        1.75       0.10     1.43         <.0001
REWD              4.00       1.84      0.00      0.041       <.017      3.82        1.79       -0.18 2.39            <.967
SIML              4.78       1.70      0.78      10.62       <.000      4.46        1.73       0.46     6.39         <.0001
CMPTCMPR          4.35       1.76      0.36      4.64        <.000      4.45        1.68       0.45     6.42         <.0001
SEMSUG            4.36       1.59      0.35      5.17        <.000      4.27        1.59       0.27     4.15         <.0001
COOP = cooperation, CUST = customization, PERS = personalization, PRAS = praise, SIML = simulation,
REWD = reward, CMPTCMPR = competition and &comparison, SEMSUG = self-monitoring and suggestion.
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         4.1     Interaction Between Gender and Behavior Change Strategies
         From the t-test, we established that both males and females perceive some
         strategies as highly persuasive (e.g., personalization and simulation) while other
         strategies (e.g., customization) scored low in the persuasiveness scale. However,
         the magnitudes of persuasiveness rating for the individual strategies were
         different, suggesting possible differences in the persuasiveness of the strategies
         for males and females – Table 3. To explore for significant differences between
         males and females with respect to the persuasiveness of various strategies, we
         performed the Repeated-Measure ANOVA (RM-ANOVA) on our data.
         Specifically, we examine the effect of gender on the persuasiveness of the various
         PT strategies using RM-ANOVA in SPSS 21. The analysis was performed after
         validating our data for ANOVA assumptions, with no violations. When the
         sphericity assumption was violated, we used the Greenhouse-Geisser method of
         correcting the degrees of freedom. Pairwise comparison used the Bonferonni
         method of adjusting for multiple comparisons.
         The results of the RM-ANOVA show significant main effects of strategy
         (F6.05,6687.58=184.718, p≈.000, η2=.143) and gender (F1,1106= 5.331, p≈.021,
         η2=.005) on persuasiveness (see Table 4 and Figure 4). Overall, females rated the
         strategies as more persuasive than males, however; there was also a significant
         strategy by gender interaction on persuasiveness (F6.05,6687.58=4.463, p≈.000,
         η2=.004). Pairwise comparisons show that females found five out of the eight
         strategies significantly more persuasive than males: personalization
         (F1,1106=13.153, p≈.000, η2=.012); simulation (F1,1106=9.831, p≈.002, η2=.009);
         cooperation (F1,1106=4.418, p≈.036, η2=.004); customization (F1,1106=4.386,
         p≈.036, η2=.040); and praise (F1,1106=4.428, p≈.036, η2=.004).


         Table 4: Mean and Standard Deviations (SD) for the strategies by gender. Bolded
         means are significantly different across males and females.; p<. 05.
         Strategies CMPT/              COOP          CUST           PERS          PRAS           SEM          SIML      REWD
                    CMPR                                                                        SUGG
                      mean(SD) mean(SD) mean(SD) mean(SD) mean(SD) mean(SD) mean(SD) mean(SD)
         Males        4.45(1.68) 4.30(1.73) 3.24(1.79) 4.67(1.68) 4.10(1.75) 4.27(1.58) 4.46(1.73) 3.82(1.79)
         Females      4.35(1.76) 4.52(1.79) 3.46(1.71) 5.02(1.57) 4.33(1.74) 4.36(1.59) 4.78(1.70) 4.00(1.84)
         COOP = cooperation, CUST = customization, PERS = personalization, PRAS = praise, SIML =
         simulation, REWD = reward, CMPTCMPR = competition and &comparison, SEMSUG = self-
         monitoring and suggestion.
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    Figure 4: Paired mean of individual strategies by gender group. Error bars
    represent a 95% confidence interval.




5    Discussion
This study presents the results of a large-scale evaluation of ten persuasive
strategies that are commonly employed in developing behavior change support
systems. Many of these strategies are conjecture and their effectiveness have not
been validated in a large scale study while few of them have only been
qualitatively evaluated – with systematic validation. The study presented in this
paper provides a quantitative validation of the persuasive strategies and the
influence of gender on the persuasiveness of the strategies. To achieve this we
represented the individual strategies in a storyboard showing persuasive
application for promoting healthy eating and collected quantitative measures
from 1108 participants – 533 females and 575 males – using the storyboard. The
results of analysis of the data show that as expected, most of the strategies are
perceived as highly persuasive by the participants overall, while others were
scored low in persuasiveness with respect to their efficacy to motivate healthy
behavior change.

5.1    Comparing the Persuasiveness of the Strategies by Males and Females
The results show that males and females differ with regard to their perceived
persuasiveness of five out of the eight strategies examined in this paper.
Surprisingly, females perceive five strategies: cooperation, customization,
personalization, praise, and simulation as being more persuasive than males –
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         Table 4 and Figure 4. Below, we discuss these results with respect to the
         persuasiveness of the strategies.
         Personalization and Customization: Personalization and customization
         represent two different ways of tailoring from literature. Both personalization and
         customization emphasize tailoring system contents to the user group. However, in
         personalization the system initiates and control the tailoring to users based on
         user characteristics – system-controlled tailoring – while in the customization, the
         user initiates and controls the tailoring – user-controlled tailoring. Although
         customization strategy is not explicitly included in the PSD model as a persuasive
         strategy, research has identified it as strategy different from the popular
         personalization strategy that is listed in the PSD model [27,28]. The result from
         our study also confirmed that they are in fact different.
          While personalization emerged as the most persuasive strategy for both males
         and females from our study, customization emerged as the least persuasive
         strategy that may not motivate meaningful behavior change. A possible
         explanation while customization is perceived as less persuasive than
         personalization is that most users tend to use only the default system features [29]
         and tend to dislike systems that require a lot of input from them [24] –
         customization. Therefore, although, most people would prefer systems that tailor
         their contents to them, they would prefer a system that does that automatically
         (personalization) to a system that requires their input – customization. Therefore,
         behavior change support systems should be designed to require minimal user
         input for tailoring purposes. This suggests a need for various ways of tracking
         and sensing users’ behaviors automatically to aid system adaptation –
         personalization.
         Fortunately, personalization is among the strategies that are moderately employed
         in health behavior change systems design [17]. Interestingly, although males and
         females perceive personalization as highly persuasive, personalization is also a
         differentiator of males and females. Females perceive both personalization and
         customization as more persuasive than males.
         Simulation: Simulation strategy which deals with providing users opportunity to
         rehearse their behavior and to observe the cause-and-effect linkage of their
         behavior emerged as the second highly persuasive strategy that is capable of
         motivating health behavior change for both males and females. Although
         simulation is not among the commonly employed persuasive strategies in health
         behavior promoting applications, the persuasiveness score stresses a need for
         behavior changing application to include some features that allows people to
         rehearse and observe the simulated impact of their behaviors both in short and
         long-term. This is important because the intangible and the gradual nature of
         achieving the benefit of adopting healthy behaviors are often barriers to adopting
         healthy behavior. Adopting healthy behavior is a lifestyle than spans over a
         lifetime with no quantifiable benefit [22], therefore, simulation strategy that
         allows users to view both immediate and projected impacts of their health
         behavior may bridge this gap and make the benefit of adopting health behavior
         more visible and tangible. Similar to personalization and customization, females
         perceive simulation as more persuasive than males.
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Cooperation: According to the PSD framework, “a system can motivate users to
adopt a target attitude or behavior by leveraging human beings’ natural drive to
cooperate.”[20]. From the results of our study, females found cooperation more
persuasive than males and therefore will be motivated to change their behavior by
any behavior change system that employs the cooperation strategy. This is
probably because females are more susceptible to social influence, social
facilitation [9], and social support [20] and therefore, more inclined to performing
the target behavior when they are working together with others than males. This
result is in line with research in other domain that found that females generally
cooperated and their cooperation unlike males are largely unconditional [33].
Our study is also in line with previous studies that found that social influence is a
contributing factor that influence how females perceive their weight and how it
affect their behavior [23,26], while it is not significant for males. Unfortunately,
cooperation strategy is rarely used in health intervention design [17]. However,
cooperation is the third strategy that is perceived as persuasive (after
personalization and simulation) for females and therefore should be employed in
designing behavior change systems especially those targeting healthy behaviors.
Competition and Comparison: Competition and Comparison are listed as two
separate strategies by the PSD model [21]. However, according to our analysis,
they belong together. This is understandable considering that in most situations;
competition is often a by-product of comparison. Competition/comparison is
among the strategy that is frequently used in health behavior change intervention.
The results from our study show that competition/comparison is moderately
persuasive. According to previous research, males are more inclined to
competition and can even be motivated to cooperate to win a competition than
females [33]. The results from our study support this finding by showing that
competition/comparison is the only strategy that is perceived as more persuasive
by males than females (although the difference is not significant). This suggests
that employing competition strategy in the design of a behavior change system
will motivate behavior change in males than females.
Self-monitoring and Suggestion: Self-monitoring and suggestions are listed as
two separate strategies by the PSD model [21]. However, according to our
analysis, they belong together. This is understandable considering that effective
suggestion would require context awareness (that is often achieved through
monitoring) to determine the opportune moments.
Self-monitoring is among the most frequently employed persuasive strategies,
especially those aimed at promoting healthy eating behaviors [17]. However,
from the results of our study, self-monitoring is intermediately persuasive. This is
probably because of the labour intensive nature of current (diet) self-monitoring
systems that often requires some level of input from the user to be effective. Self-
monitoring is equally persuasive for both males and females.
Praise: According to the PSD model, systems that applaud users for performing
the target behavior are more likely to motivate them to adopt healthy behavior
[20]. Praise is intermediately persuasive and therefore, can moderately motivate
behavior. It is infrequently used in behavior change motivating systems [17].
Males and females differ with respect to the persuasiveness of praise. Females
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         perceive praise as more persuasive than males. This is probably because females
         are more inclined to respond to strategies that appeal to emotions than males.
         Reward: Reward is the least persuasive strategy after customization. This is
         probably contrary to popular expectations. Many behavior change systems offer
         one type of reward or the other to the users to encourage them to perform the
         behavior. The use of any form of reward to motivate behavior change has been a
         subject of debate because of the tendency of reward to trivialize the benefit of
         adopting healthy behavior and make it extrinsically motivated [5,10]. The results
         from our study show that reward is not all that important a strategy for motivating
         behavior change and therefore, can be excluded. There is no difference between
         males and females with respect to the persuasiveness of the reward strategy.


         6     Limitation
         This study examined the perceived persuasiveness using the storyboards
         implementation of the strategies, however, actual persuasiveness may be different
         when implemented and used in actual behavior change support system. Although
         we use the application for motivating healthy eating as a sample in our
         storyboards, the storyboards were drawn at a high enough level that it does not
         encapsulate much of a specific application domain. However, further work is
         needed to establish the applicability of our result in other domains.


         7     Conclusion and Future Work
         The study validated that the persuasiveness of various persuasive strategies in use
         today (which have not been validated in large-scale studies). The results suggest
         that these strategies could be employed to design behavior change support
         systems to motivate healthy behavior change overall. We also establish that
         gender influences the persuasiveness of the strategies. Specifically, males and
         females differ with regard to the perceived persuasiveness of five out of the eight
         strategies examined in this paper. Surprisingly, females perceive five strategies:
         cooperation, customization, personalization, praise, and simulation as being more
         persuasive than males. This implies that females can be more easily persuaded
         using these strategies. It also suggests that females are more persuadable than
         males with respect to the influence of the strategies on their behavior. The
         gender-related differences across a number of strategies also suggest that gender-
         dependent approaches would generally be more appropriate for designing
         behavior change support systems that will effectively promote health behavior
         change than the one-size-fits all approach.
         In general, regardless of gender, personalization and simulation emerged as the
         most persuasive (significantly different from all other strategies), whereas reward
         and customization were the least persuasive (also significantly different from all
         others). The rest of the strategies – competition/ comparison, cooperation, self-
         monitoring, and praise – were in the middle with competition/comparison and
         cooperation leading the group.
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Future work should examine the applicability of our result in other domains by
examining the persuasiveness of the strategies using application from other
domains. Research should also design and compare the effectiveness of behavior
change support systems designed using strategies that are listed as highly
persuasive (personalization and simulation) with those that are scored low in the
persuasiveness scale (e.g., reward and customization).




Acknowledgements: The author of this paper is being sponsored by the Natural
Sciences and Engineering Research Council of Canada (NSERC) Vanier
Graduate Scholarship. Many thanks to the reviewers for their insightful
comments.


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