Abstract
Every day, millions of people use mobile phones, play video games and surf the Internet. It is
thus important to determine how technologies like these change what people think and how
they behave. This is a central issue in the study of persuasive technologies. ‘Persuasive
technologies’—henceforth ‘PTs’—are digital technologies, such as mobile apps, video games
and virtual reality systems, that are deployed for the explicit purpose of changing attitudes
and/or behaviours, without using coercion, deception or extreme forms of psychological
manipulation (such as hypnosis or indoctrination), and without exerting a direct (not
psychologically mediated) physical effect on the brain. Typically PTs employ strategies such
as prompting, information provision and encouragement...