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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The present and future aspects of Digital Nudging and Digital Persuasion</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Md Sanaul Haque</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fanny Vainionpää</string-name>
          <email>fanny.vainionpaa@oulu.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ashok Tripathi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ana Caraban</string-name>
          <email>ana.caraban@m-iti.org</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Software Engineering, LUT University</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>INTERACT Research Unit, University of Oulu</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Instituto Superior Técnico</institution>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Interactive Technology Institute</institution>
          ,
          <country country="PT">Portugal</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper describes the current and future aspects of Digital Nudging and Digital Persuasion (DNDP). To find this, a case study approach has been followed, such as, we organized a workshop event aimed at supporting citizens and stakeholders in applying digital nudging and persuasion strategies to increase individuals' competency and self-efficacy beliefs for goal attainment. The workshop was structured with a total of three research papers presentation, a keynote talk, and an open discussion. Over 30 participants in a hybrid mode attended the event and engaged in solving different nudge and persuasion-based tasks via technology-mediated solutions. The results have shown that there needs work to enhance the capacity of using digital nudging and persuasion techniques to achieve a more sustainable behavioral change in individuals for a healthy digitalized community with a view to transparency from policy to practice.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Nudging</kwd>
        <kwd>persuasion</kwd>
        <kwd>persuasive design</kwd>
        <kwd>gamification 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Nudge Theory is a groundbreaking concept that proposes that subtle changes in how choices are
presented can intuitively support individuals toward desired behaviors [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In recent times, there
has been substantial research into its application in theory and practice. For example, Maiden and
his colleagues [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] significantly encouraged employees to take the stairs over the elevator by
incorporating footprints and posters that reveal the "desired path". Lee and his colleagues [3]
redesigned a snack-ordering website to encourage healthy choices by locating healthy snacks on
the first two pages of the website and unhealthy ones on the last two. Another example was
provided by Haque and his colleagues [3], who designed a simple zero-cost nudged intervention
with a personal normative message installed in users' smartphones as a screensaver to dissuade
physical inactivity. This simple environment modification, where individuals make decisions, was
able to nudge 53% of the participants to opt for a healthy snack [4]. One area for improvement of
present technology-oriented nudges is the limited understanding of their long-term effects and
whether nudging effects sustain once the nudges are removed [5].
      </p>
      <p>Persuasive and gamification techniques also hold great potential for motivating desired
behaviors, encouraging healthy lifestyle, for instance, physical activity promotion [6] and
increasing healthy eating behavior [7]. Design principles such as self-tracking, tailoring, and
personalization are well-known and deeply studied in the HCI (Human-Computer Interaction)
field. For instance, self-tracking is one of the most prominent theoretically informed techniques
used in personal informatics tools to support an individual's regulation of their own behaviors
(e.g., achieving walking goals) [6]. Nudging and persuasion have the same end goals but rely on
different principles to encourage change. Nudges focus on guiding behaviors and decisions (i.e.,
decision-based task), while persuasive design focuses on changing an individual's attitudes and
behaviors (i.e., attitude-based task).</p>
      <p>In the 21st century, technology has become a primary tool to change citizens' behaviors and
attitudes. Also, technology is the new key to guiding behaviors and decisions in systems such as
the metaverse, which consists of persistent, shared, 3D virtual spaces linked into a shared
interactive virtual universe. Technology can affect sustainability through persuasive systems
design [8], and information systems in organizations can influence behavior to reach
sustainability goals [9]. It further allows interventions to get users who might otherwise not seek
assistance (e.g., due to fear of being stigmatized). As a result, using persuasive digital technology
in research and industry domains has drawn significant attention. In our present study, we focus
on applying digital nudging strategies and persuasive techniques in engaging people to increase
their competency and self-efficacy, i.e., achieving their goals. Thus, digital nudging and persuasion
is expected to reach a more sustainable behavioral change for individuals.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Case study</title>
      <p>An exploratory single case study [10] has been applied to conduct the study. Though single
case study provides a narrow scope of generalizability, yet it offered an in-depth focus that is
replicable. A participatory workshop that was performed via hybrid platforms on the 19th of
April 2023 at the Eindhoven University of Technology, Eindhoven, the Netherlands to get the
current and future issues of DNDP. The workshop was intended support individuals participating
in the workgroup session on using digital nudging and persuasion techniques to increase
goalachievement (e.g., pre-defined or self-chosen goals). This may include but is not limited to,
interventions that support students in growing their academic performance, aid software
engineers and researchers in improving their day-to-day tasks' performance (e.g., setting goals
for daily writing output, reducing social media usage), boost patients' intrinsic motivation to
adhere to doctors recommendations (e.g., medication adherence), help individuals increase their
physical activity levels to achieve daily walking goals, boosting healthy eating and dietary
activities, motivate green transportation habits to reduce environmental impact and lessen
climate change or improve people's consumption choices (thus aiding in climate change
mitigation efforts such as carbon emission awareness and so on). The application area for
nudging is, therefore, potentially unlimited. We received contributions on using nudging,
persuasive, and gamification technologies for addressing an individual's competency and
selfefficacy-based tasks. At least two anonymous reviewers reviewed all papers. Accepted papers
were published in CEUR Workshop Proceedings as Adjunct Proceedings of Persuasive
Technology 2023.</p>
      <p>Since DNDP workshop event in line with PT 2023 happened in a hybrid mode, more
participants attended in person, such as over 30 participants in total (18 participants onsite and
over 13 offsites). Participants were from the Netherlands, Finland, Portugal, India, and
Bangladesh. In addition, participants joined from the Netherlands (Eindhoven University of
Technology) as PT 23 participated here. Registered participants and authors/co-authors
presented their research work as a part of the workshop proceedings. They discussed their ideas
and how the pictures are implemented into their research. The workshops included activities
running case scenarios, applying theoretical concepts, engaging, and empathizing with
participants' ideas and drawing conclusions to culminate sustainable solutions, showcasing
project work outputs, and joining with participants' feedback.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Results and discussion</title>
      <p>A total of three papers have been accepted and presented in the workshop event. The summary
of them are as follows.</p>
      <p>Caliboli [11] explored the use of digital nudges, introduced within digital environments,
and meant to influence a choice made within that environment. It discussed how employing
digital nudges unfolds the possibility to personalize nudging processes and the kind of safeguards
citizens should be guaranteed to consider nudges legitimate policy tools in modern liberal
democracies. The paper emphasized the importance of transparency and public scrutiny in using
nudges as policy tools.</p>
      <p>Kashimoto et al. [12] explored a new technique for fostering behavior change using social
justification, focusing on prosocial behaviors for example volunteering. The effectiveness of this
technique was tested, which showed that the number of participants in the experimental group
who were willing to engage in Patrol-run was statistically higher than that in the control group.
The study discussed limitations and future work, including developing an adaptive intervention
using gratitude feedback.</p>
      <p>In their work, Sousa and Haque [13] presented an experiment in which undergraduate
students played modified modern board games to transform a tourist map into a playful approach
in Leiria city, Portugal. The results showed that the chosen games successfully generated
awareness of urban heritage. The study suggested that game modifications can support the
learning processes and explore touristic maps for heritage learning purposes.</p>
      <p>In addition to the paper presentation session, there was a dedicated simulation-based
open session in which the participants were asked for some real-life scenarios to recreate their
ideas and gather feedback from prospective participants towards building a more persuasive
atmosphere to nudge the participant toward the desired behavior. We used theoretical concepts,
such as nudge deck and normative message, alongside other behavioral models, such as the PSD
model [14], so tutorial participants could find the session logically designed and enjoyable. This
workshop was an excellent link-up to Persuasive Technology (PT) 2023 as this promotes
technology such as nudging, gamification, and persuasion to influence citizens' behavior toward
reaching their goals and milestones. This workshop allowed researchers registered in the PT
2023 conference to do real simulation tasks and think from their own minds, which assisted them
in group forming, teamwork and improving their self-nudging skills in a team environment.</p>
      <p>Finally, a CEUR proceedings open-access workshop publication is available, which could
be utilized as a toolkit for academic and industry stakeholders in future education and research
innovation on digital nudging and digital persuasion.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion</title>
      <p>This paper is an attempt to explore the current trends in digital nudging and persuasion. To find
out more about this, a workshop event has been chosen in which scientific papers has been
presented and described. This workshop is the previous year's extension and was built on top of
that [15]. This leads to furthering the future research direction and more work in some arenas
such as designing more nudged interventions and looking for more long-term effects of them.
Transparency in terms of policy and practice is also a key concern to consider with. As citizens
are tends to be more self-judged and therefore, a citizen-centric self-nudged mechanism could be
introduced in tech-based applications and services which give citizens more freedom and
awareness to personalize their task towards sustainable wellbeing.
[3] Haque, M. S., Lanzilotti, R., &amp; Jämsä, T.: Do nudges work? Using personal normative
message in mHealth intervention to dissuade from physical inactivity, First International
Workshop on Digital Nudging and Digital Persuasion, DNDP. (2022)
[4] Lee, M. K., Kiesler, S. &amp; Forlizzi, J.: Mining behavioral economics to design persuasive
technology for healthy choices. Conference on Human Factors in Computing Systems
Proceedings. 325-334. (2011)
[5] Caraban, A., Karapanos, E., Goncalvas, &amp; D., Campos, P.: 23 Ways to Nudge: A Review of
Technology-Mediated Nudging in Human-Computer Interaction, CHI Conference on
Human Factors in Computing Systems. (2019)
[6] Haque MS, Kangas M, &amp; Jämsä T.: A Persuasive mHealth Behavioral Change Intervention
for Promoting Physical Activity in the Workplace: Feasibility Randomized Controlled Trial
JMIR Form Res. (2020)
[7] Hsu, A., Yang, J., Yilmaz, Y., Haque, M.S., Can, C., &amp; Blandford, A. (2014) Persuasive
technology for overcoming food cravings and improving snack choices. In: Proceedings of
the SIGCHI Conference on Human Factors in Com-puting Systems, Toronto, Ontario,
Canada, pp. 3403–3412. Association for Computing Machinery
[8] Corbett, J. (2013).: Designing and Using Carbon Management Systems to Promote
Ecologically Responsible Behaviors. Journal of the Association for Information Systems,
14(7), 339–378.
[9] Bengtsson, F., Ågerfalk, P. J..: Information technology as a change actant in sustainability
innovation: Insights from Uppsala.” The Journal of Strategic Information Systems, 20(1),
96–112. (2011)
[10] L. Bratthall and M. Jørgensen, ‘Can you trust a single data source exploratory software
engineering case study?’, Empir. Softw. Eng., vol. 7, no. 1, pp. 9–26, 2002, doi:
10.1023/A:1014866909191.
[11] Caliboli, S. Personalized Transparency in Digital Nudging. Persuasive 2023, Adjunct</p>
      <p>Proceedings of the 18th International Conference on Persuasive Technology (2023)
[12] Kashimoto, Y., Lian, C., Yamazaki, Y., &amp; Kamisaka, D. First Study to Enhance
SelfDetermination Theory by Utilizing Social Justification. Persuasive 2023, Adjunct
Proceedings of the 18th International Conference on Persuasive Technology (2023)
[13] Sousa, M., Haque, M.S. Transforming tourist maps to increase heritage aware-ness uses
for gamification and serious games. Persuasive 2023, Adjunct Proceedings of the 18th
International Conference on Persuasive Technology (2023)
[14] Oinas-Kukkonen, H., &amp; Harjumaa, M.: Persuasive Systems Design: Key Issues, Process
Model, and System Features. Communications of the Association for Information Systems
24, 28. (2009)
[15] Haque, M. D., Caraban, A., Tripathi, A., O’Broin, D., Kehoe, J., &amp; Porras, J. Preface to the First
International Workshop on Digital Nudging and Digital Persuasion (DNDP 2022), In the
Adjunct Proceedings of the 17th International Conference on Persuasive Technology,
PERSUASIVE 2022, Virtual Event, March 29-31, 2022, pp.1-4 (2022)</p>
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