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    <article-meta>
      <title-group>
        <article-title>Preface to the 6th International Workshop on Personalizing Persuasive Technologies (PPT 2022)</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ifeoma Adaji</string-name>
          <email>1ifeoma.adaji@ubc.ca</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kiemute Oyibo</string-name>
          <email>2kiemute.oyibo@uwaterloo.ca</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rita Orji</string-name>
          <email>3rita.orji@dal.ca</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jaap Ham</string-name>
          <email>4j.r.c.ham@tue.nl</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oladapo Oyebode</string-name>
          <email>3oladapo.oyebode@dal.ca</email>
        </contrib>
      </contrib-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>Research in persuasive technology (PT) and behaviour change systems has seen
significant growth over the last couple of years. One area of PT that still poses challenges to
researchers is the area of personalizing persuasive technologies. Research suggests that
persuasive technologies are more likely to result in the desired behaviour or attitude
change when they are personalized to an individual or groups of similar individuals
[12]. Attempts have been made in different domains to personalize persuasive
technologies using various user traits. For example, individual characteristics such as
personality type [6, 15, 24], age [19], gender [20], gamer type [21, 23], culture [5], and
individual’s susceptibility to persuasive attempts [13, 14] have been used for tailoring
persuasive strategies. Research has also explored how various psychological processes can
be used to explain the persuasive effect of tailoring [7, 8, 10]. Furthermore, in
e-commerce, consumers’ shopping motivation [3, 4] and online shopping behaviour [1, 2]
have been used in personalizing PT.</p>
      <p>Despite these advances, there are still many unexplored issues regarding the design,
implementation, and evaluation of personalized persuasive systems and the efficacy of
personalized persuasive systems in different domains. In addition, the best approach to
tailoring PT is still unclear. Furthermore, there are calls for a more dynamic and
datadriven approach to personalization where current machine learning and artificial
intelligence algorithms can be applied to the data generated by persuasive technology
applications. This workshop aims to bring experts in the domain of personalized
persuasive technologies that can engage in open discussions around these topics.</p>
    </sec>
    <sec id="sec-2">
      <title>2 Previous PPT Workshops</title>
      <p>Five editions of this workshop have been held successfully in the past in conjunction
with the Persuasive Technology Conferences from 2016 to 2020. All the workshops
resulted in several peer-reviewed papers on a variety of topics in PPT including
methods, theories, systems, and domains [16–18, 22]. Hundreds of participants from more
than 20 different countries participated in the previous workshops. The workshops
offered a platform for networking and exchanging of ideas for scholars and practitioners
from both academia and industry. The workshops also resulted in archived proceedings
published with CEUR publishing and a special issue in 2019. This year’s full-day
workshop will build on the success of the previous editions and advance the research are a
further by addressing outstanding challenges and opportunities identified during the
previous workshops while identifying new ones.</p>
    </sec>
    <sec id="sec-3">
      <title>3 Workshop Organizers</title>
      <p>The workshop was organized by the following program co-chairs:
•
•
•
•
•</p>
      <sec id="sec-3-1">
        <title>Ifeoma Adaji, University of British Columbia, Canada</title>
      </sec>
      <sec id="sec-3-2">
        <title>Kiemute Oyibo, University of Waterloo, Canada</title>
      </sec>
      <sec id="sec-3-3">
        <title>Rita Orji, Dalhousie University, Canada</title>
      </sec>
      <sec id="sec-3-4">
        <title>Jaap Ham, Eindhoven University of Technology, Netherlands</title>
      </sec>
      <sec id="sec-3-5">
        <title>Oladapo Oyebode, Dalhousie University, Canada</title>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4 Accepted Papers</title>
      <p>Due to current COVID-19 restrictions and the hybrid nature of the conference, this
year’s workshop will hold virtually. We anticipate that over 20 participants will attend
this year’s virtual workshop from various countries around the world. Four papers were
accepted to be presented at this year’s workshop from a range of research areas on
designing effective and personalizing persuasive technologies. Each paper received two
reviews in double-blind review process.</p>
      <p>In the first paper titled “Contact Tracing Apps: A Comparative Analysis of Canada’s
COVID Alert and India’s Aarogya Setu based on Persuasive System Design Model”
[25], the authors compared the COVID-19 contact tracing app of Canada to that of India
using the Persuasive System Design (PSD) model to identify any similarities and
differences between both apps. The authors concluded that the Indian app implemented
more persuasive features than the Canadian app.</p>
      <p>In the second paper titled “What if Gamified Software is Fully Proactive?” Towards
Autonomy-Related Design Principles” [9], the authors proposed four formal principles
for the design of autonomous gamified systems, which are based on
argumentationbased games commonly used in describing the interaction between an agent and a user.</p>
      <p>In the third paper titled “A Longitudinal Study Examining the Sustainability of the
Behavioural Intention to Stop Smartphone Zombie Behaviour” [26], the authors
examined the sustainability of the intention and willingness to stop zombie behaviours in a
longitudinal survey among three groups of participants. The three groups were
presented different numbers of text-based persuasive images corresponding to their group
number to change smartphone zombie behaviour. The results showed a significant
effect of group (i.e., message combination) on behavioural intention. The authors
concluded that for people to stop using their smartphones while walking and maintain it,
they need to be informed of the danger of smartphone zombie-like behaviour.</p>
      <p>Finally, in the fourth paper titled “A Neuropsychological Perspective on Praise and
Rewards in Persuasive Technology” [11], the authors present results from a literature
review that explores how perspectives from neuropsychology could contribute to the
area of persuasive technology, particularly the use of praise and rewards.</p>
    </sec>
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