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PHISHER CRUSH: A Mobile Persuasive Game for Promoting Online Security.

, , and . PERSUASIVE, volume 12064 of Lecture Notes in Computer Science, page 223-233. Springer, (2020)

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Exploring Key Issues Affecting African Mobile eCommerce Applications Using Sentiment and Thematic Analysis., , and . IEEE Access, (2020)HeartHealth: A Persuasive Mobile App for Mitigating the Risk of Ischemic Heart Disease., , and . PERSUASIVE, volume 12064 of Lecture Notes in Computer Science, page 126-138. Springer, (2020)SereneMind: Design and Evaluation of a Persuasive Mobile App for Managing Stress Among Adults., , and . SeGAH, page 1-8. IEEE, (2023)Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies., , , , , and . User Model. User Adapt. Interact., 32 (1-2): 165-214 (2022)MediNER: Understanding Diabetes Management Strategies Based on Social Media Discourse., and . ISPA/BDCloud/SocialCom/SustainCom, page 1546-1553. IEEE, (2021)Health, Psychosocial, and Social issues emanating from COVID-19 pandemic based on Social Media Comments using Natural Language Processing., , , , , , , , and . CoRR, (2020)Mobile Applications for Health and Wellness: A Systematic Review., , , , , and . Proc. ACM Hum. Comput. Interact., 6 (EICS): 171:1-171:29 (2022)COVID-19 Pandemic: Identifying Key Issues using Social Media and Natural Language Processing., , , , , , , , and . CoRR, (2020)Tailoring Persuasive and Behaviour Change Systems Based on Stages of Change and Motivation., , , , , and . CHI, page 703:1-703:19. ACM, (2021)Nourish Your Tree! Developing a Persuasive Exergame for Promoting Physical Activity Among Adults., , and . SeGAH, page 1-7. IEEE, (2020)