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A Comparison of System-Controlled and User-Controlled Personalization Approaches.

, , and . UMAP (Adjunct Publication), page 413-418. ACM, (2017)

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Gamified and persuasive systems as behavior change agents for health and wellness., and . ACM Crossroads, 24 (1): 52-55 (2017)Tailoring persuasive health games to gamer type., , , and . CHI, page 2467-2476. ACM, (2013)LunchTime: a slow-casual game for long-term dietary behavior change., , and . Personal and Ubiquitous Computing, 17 (6): 1211-1221 (2013)Persuasive technology in African context: deconstructing persuasive techniques in an African online marketplace., and . AfriCHI, page 9:1-9:10. ACM, (2018)Susceptibility to Persuasive Strategies: A Comparative Analysis of Nigerians vs. Canadians., , , , and . UMAP, page 229-238. ACM, (2018)The Influence of Culture in the Effect of Age and Gender on Social Influence in Persuasive Technology., , and . UMAP (Adjunct Publication), page 47-52. ACM, (2017)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)Improving the Efficacy of Games for Change Using Personalization Models., , and . ACM Trans. Comput. Hum. Interact., 24 (5): 32:1-32:22 (2017)Factors Influencing User's Attitude to Secondary Information Sharing and Usage., , and . J. Comput. Inf. Technol., 23 (3): 231-244 (2015)Cognitive load in Games for Health - A discussion., and . SeGAH, page 1-5. IEEE, (2020)