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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Preface to the Second International Workshop on Personalizing Persuasive Technologies</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rita Orji</string-name>
          <email>rita.orji@uwaterloo.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Waterloo</institution>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Copyright © by the paper's authors. Copying permitted for private and academic purposes. In: R. Orji, M. Reisinger, M. Busch, E. Mattheiss, A. Dijkstra, M. Kaptein (eds.): Proceedings of the Personalization in Persuasive Technology Workshop, Persuasive Technology 2017, Amsterdam, The Netherlands, 04-04-2017, published at http://ceur-ws.org</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Personalizing Persuasive Technologies (PPTs) is a growing research area which
investigates how interactive systems can be designed to better suit people of various
dispositions, inclinations, and capabilities, and hence increase the efficacy of persuasive
technology to motivate behavior change. Research has found that individual
characteristics such as personality type [
        <xref ref-type="bibr" rid="ref21 ref22 ref23">21–23</xref>
        ], age [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], gender [
        <xref ref-type="bibr" rid="ref24 ref25">24, 25</xref>
        ], gamer type [
        <xref ref-type="bibr" rid="ref17 ref26 ref27">17, 26,
27</xref>
        ], and culture [
        <xref ref-type="bibr" rid="ref28 ref29">28, 29</xref>
        ] as well as an individual’s susceptibility to persuasive attempts
[
        <xref ref-type="bibr" rid="ref14 ref30">14, 30</xref>
        ] can be useful dimensions for tailoring persuasive technologies. Research has
also explored how various psychological processes can be used to explain the
persuasive effect of tailoring [
        <xref ref-type="bibr" rid="ref15 ref31 ref32">15, 31, 32</xref>
        ].
      </p>
      <p>In April 2017, we had the pleasure to organize the 2nd edition of the PPTs Workshop
in Amsterdam, the Netherlands. The workshop offered researchers and practitioners
from interdisciplinary backgrounds a platform to present their work and discuss their
ideas on the opportunities and challenges facing the personalizing persuasive
technology research community.</p>
      <p>The Personalizing Persuasive Technologies Workshop 2017 (PPT'17) was a big success,
with 48 participants (from 15 different countries), 12 paper presentations, and a keynote
presentation from Prof. Judith Masthoff, from the University of Aberdeen. Each
submission went through a thorough peer-review process and was assessed by at least two
reviewers, using the single-blind peer-review approach. The submissions were
evaluated based on their scientific quality and relevance to the PPTs workshop.</p>
      <p>The accepted contributions covered two broad areas of Personalizing Persuasive
Technologies: Personalization Methods, Tools, and Theories and Personalized
Applications. Contributions in the personalized application can be grouped into three broad
categories: personalized eHealth applications, personalized eCommerce applications,
and personalized games and gamification.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Personalization Methods, Tools, and Theories</title>
      <p>How to achieve personalization in the context of persuasive technologies, who to
personalize for, and whether there is a need to personalize are current research questions
of interest to the PPTs researchers and practitioners. Many submissions to the PPT’17
contributed to this direction:</p>
      <p>
        Kaczmarczyk and Markopoulos, [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] in their paper “An Avatar Creator as a Tool for
Constructing a Personalized Persuasive Profile,” discussed how gamification can be
used as an alternative approach to the personality questionnaires for constructing users’
profiles and predicting their individual susceptibility to different social influence
approaches. The authors discuss why the profile assessed using their proposed approach
(avatar creation) does not completely match the one evaluated using the Susceptibility
to Persuasive Strategies Questionnaire.
      </p>
      <p>
        Oyibo et al., [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] in their paper “Investigation of the Influence of Personality Traits
on Cialdini’s Persuasive Strategies,” investigated the relationships between personality
traits measured using the Big Five personality traits and the six persuasive principles
by Cialdini – Reciprocity, Scarcity, Authority, Consensus, and Liking. Designers can
use their results to provide personalized solutions precisely targeting specific
personality types.
      </p>
      <p>
        Rezai et al., [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] in their paper “Investigating Efficacy of Regulatory Fit Theory in
Design of Persuasive Systems That Promote Physical Activity” discussed their
application of Regulatory Fit Theory in the context of physical activity promotion. In an
ongoing study, participants receive persuasive messages tailored or contra-tailored to their
regulatory orientation. The outcome of the study will demonstrate if the proposed
personalization approach is effective.
      </p>
      <p>
        Doreen et al., [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] in their paper “Personalized Design Process for Persuasive
Technologies,” discussed a user-centered approach to designing personalized persuasive
technologies called Personalized Design Process model (PDP-model). The PDP
process incorporates discussions with domain experts, end-users, families, and relatives to
PPTs design.
      </p>
      <p>
        Oyibo et al., [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] in their paper “Investigation of the Persuasiveness of Social
Influence in Persuasive Technology and the Effect of Age and Gender,” examined the effect
of age and gender on the persuasiveness of social influence strategies - Social Learning,
Social Comparison, Competition and Reward. They found that males are more
susceptibility to Reward and Competition than females. Similarly, younger people are more
susceptible to Reward and Competition. Their findings suggest that Reward and
Competition will be more effective for younger males than the other groups.
iii
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Personalized Persuasive Applications: eHealth, eCommerce, and Other Domains</title>
      <p>Many submissions to this workshop explored the domain dependency of the efficacy
of personalized persuasive technologies by analyzing, designing, and evaluating PPT
targeted at various behavior domains including Health and Ecommerce.</p>
      <p>
        Dijkstra and Kooy, [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] in their paper “The Learning model of Smartphone Feedback
Applications in the field of e-health applied to the Step Counter The Learning model of
Smartphone Feedback Applications,” analyzed feedback mechanism in persuasive
health application, their working principles, and their implications for the design of
feedback devices using the Learning Model of Smartphone Feedback Applications.
      </p>
      <p>
        Azeved et al., [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] in their paper “Towards a Platform for Persuading Older Adults
to Adopt Healthy Behaviours,” introduced an End-User Development platform that
allows older adults and their caregivers to tailor Web applications to persuade older adults
to adopt healthy behaviors.
      </p>
      <p>
        Adaji and Vassileve, [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] in their paper “Tailoring Persuasive Strategies in
E-Commerce,” explored the effects of different persuasive strategies in e-commerce based on
shopper’s data from Amazon.com. The work underlines the importance of tailoring
persuasive strategies to individual users.
      </p>
      <p>
        Seitz, [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] in his paper titled “Personalizing Password Policies and Strength
Feedback,” argues that personalizing password polices and strength meters by focusing on
individual differences rather than on the tasks may improve the user experience of
password-based authentication.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Personalized Games and Gamification</title>
      <p>
        Khoshkangini et al., [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] in their paper “Generating Personalized Challenges to
Enhance the Persuasive Power of Gamification,” described a system which uses
Procedural Content Generation and Recommender Systems to ensure long-term use of
gamified applications by avoiding frustration or boredom. The results of a field case study
in the area of sustainable urban mobility are promising and show that the chosen
approach has a persuasive effect on players.
      </p>
      <p>
        Jacoby and Coady, [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] in their paper “Generating Personalized Challenges to
Enhance the Persuasive Power of Gamification,” discussed how mixed reality
environments could be used to enable collaborators to share perspectives, e.g. in terms of
personal experiences of history. Their paper raises a question on if and how a
personalization approach could be helpful in the context of empowering individuals to act on global
issues.
      </p>
      <p>
        Fountoukidou et al., [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] in their paper “Using tailoring to increase the effectiveness
of a persuasive game-based training for novel technologies,” discussed the theoretical
development and the use of tailored communication in a persuasive game-based
training for the Multimedia Authoring and Management using your Eyes and Mind
(MAMEM) technology to enhance user acceptance.
      </p>
    </sec>
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