2012
DOI: 10.1007/978-3-642-31037-9_11
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The Voluntariness of Persuasive Technology

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Cited by 40 publications
(29 citation statements)
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“…Our interactive floor can also help the users to reflect on their behavior (awareness) and be persuaded in that way to change their gait. We agree with Smids' view that ends do not justify (inappropriate) means, such as coercion, manipulation or deception [231]. Although the games use steering mechanisms and are intended to be played in one way, we do not coerce users with overwhelming or annoying feedback and only offer the exercises as an optional (alternative) way of delivering therapy, both for therapists and the users.…”
Section: Discussionsupporting
confidence: 59%
See 1 more Smart Citation
“…Our interactive floor can also help the users to reflect on their behavior (awareness) and be persuaded in that way to change their gait. We agree with Smids' view that ends do not justify (inappropriate) means, such as coercion, manipulation or deception [231]. Although the games use steering mechanisms and are intended to be played in one way, we do not coerce users with overwhelming or annoying feedback and only offer the exercises as an optional (alternative) way of delivering therapy, both for therapists and the users.…”
Section: Discussionsupporting
confidence: 59%
“…It does not primarily aim to change long-term lifestyle behaviors outside the game, such as smoking, (un)healthy diets, medication intake, or daily level of physical activity. It is different from constraining behavior [31], or manipulation and deception [231], even if the participant might not perceive this as such the first time: it does not deliberately hide options or enforce a way of interaction by making it the only means of input. Instead, and similar to using different ways to explain suggested use to people [255] or explicitly leaving it out for intended ambiguity [276], it tries to change the play interaction itself: influence the players' activity, performance, or role, change the interactions between players, the locations players visit, or the type of interaction players perform [89,128,260].…”
Section: Adaptive Balancing and Steering Interactionsmentioning
confidence: 99%
“…According to Smidt [43], who argues that the voluntariness of behavioral changes is an essential ethical requirement for persuasive technologies, we believe that users should always be aware of systems using subliminal persuasion. When the user knowingly agrees to interact with a system that uses subliminal stimuli to assist him during the interaction, the assistive, covert influence that eventually could be exerted is not in contrast with the user's voluntariness previously expressed.…”
Section: Ethicsmentioning
confidence: 99%
“…Ethical 1 issues arise when technologies are designed to shape the users' behavior towards a target not intentionally defined by them. As pointed out by Smids [17], the voluntariness condition is key and must consider external influences and whether the user acts intentionally.…”
Section: Motivationmentioning
confidence: 99%