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PERSUASIVE
2015
Springer

How Persuasive are Serious Games, Social Media and mHealth Technologies for Vulnerable Young Adults? Design Factors for Health B

8 years 5 days ago
How Persuasive are Serious Games, Social Media and mHealth Technologies for Vulnerable Young Adults? Design Factors for Health B
Modern eHealth technologies, such as serious games, social media and mobile applications addressing health behavior support are evolving rapidly. High-risk young adults with low educational background and of foreign origin could especially benefit from personalized health technologies, designed for their special needs. Sexual health is a delicate subject and well-designed and tailored health technologies are needed to meet the needs of the target group and enhance uptake. The aim of this exploratory user study is to identify the persuasive features and design factors that contribute to the use and uptake of existing and new health technologies. Four focus groups were conducted with 37 young adults to gain insights into their needs and attitudes, with sexual health case used in the study. Qualitative data analysis was performed based on Persuasive Design model to identify stimulating, blocking and neutral persuasive features, specific for high-risk young adults, as well as generic desig...
Olga A. Kulyk, Chantal den Daas, Silke David, Lise
Added 16 Apr 2016
Updated 16 Apr 2016
Type Journal
Year 2015
Where PERSUASIVE
Authors Olga A. Kulyk, Chantal den Daas, Silke David, Lisette van Gemert-Pijnen
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