@inproceedings{dbde2e7c8a7e44cc8452d680cf09a3e3,
title = "Putting the long-term into behavior change",
abstract = "Behavior change is a topic that is of great interest to many people. People can use apps to exercise more, eat healthier, or learn a new skill, but and digital interventions and games are also used by policy makers and companies to create a safe environment for the general public or to increase sales. Given this interest in behavior change, it is not surprising that this topic has seen a lot of interest from the scientific community. This has resulted in a wide range of theories and techniques to bring about behavior change. However, maintaining behavior change is rarely addressed, and as a result poorly understood. In this paper, we take a first step in the design of digital interventions for long-term behavior change by placing a range of behavior change techniques on a long-term behavior change timeline.",
keywords = "behavior change, long-term effects, behavior change techniques, gedragsverandering",
author = "{de Weerd}, Harmen and Nick Degens",
note = "DBLP License: DBLP's bibliographic metadata records provided through http://dblp.org/ are distributed under a Creative Commons CC0 1.0 Universal Public Domain Dedication. Although the bibliographic metadata records are provided consistent with CC0 1.0 Dedication, the content described by the metadata records is not. Content may be subject to copyright, rights of privacy, rights of publicity and other restrictions.; Games and Learning Alliance Conference ; Conference date: 05-12-2018 Through 07-12-2018",
year = "2018",
doi = "10.1007/978-3-030-11548-7_7",
language = "English",
isbn = "9783030115470",
series = "Lecture Notes in Computer Science",
publisher = "Springer Science and Business Media Deutschland GmbH",
pages = "71--81",
booktitle = "Games and learning alliance",
}