Personalization in Persuasive Technology Rita Orji 1 , Marc Busch 2 , Arie Dijkstra 3 , Michaela Reisinger 2 , Agnis Stibe 4 , Manfred Tscheligi 5 1 McGill University, Canada; 2 Austrian Institute of Technology, Austria; 3 University of Groningen, Netherlands; 4 Massachusetts Institute of Technology, USA; 5 University of Salzburg, Austria. 1 Rita.orji@mail.mcgill.ca; 2 marc.busch@ait.ac.at; 3 arie.dijkstra@rug.nl; 4 michaela.reisinger@ait.ac.at; 5 agnis@mit.edu; 6 manfred.tscheligi@sbg.ac.at. Abstract. The goal of the Personalization in Persuasive Technology Workshop is to connect diverse groups of persuasive technology and behavior change researchers and practitioners interested in personalization and tailoring of persuasive technology to share their experiences, ideas, discuss key challenges facing the area, and how to move the field forward. The workshop will cover broad areas of personalization and tailoring, including but not limited to personalization models, design and evaluation methods, and personalized persuasive technologies. We welcome submissions and ideas from any domain of persuasive technology and HCI including, but not limited to health, sustainability, games, safety and security, marketing, eCommerce, entertainment and education. Workshop papers and ideas will be archived online to be accessible to the general public. Keywords: Personalization, tailoring persuasive technology, captology, persuasion Introduction Given the evidence that interactive systems can strategically be designed to promote desirable behavior or motivate a change of undesirable behavior, how to design and use technology to motivate desirable behavior change have attracted the attention of researchers and practitioners alike. Over the past two decades, several persuasive technologies and behavior change support systems aimed at promoting change in different domains, including health, safety and security, environmental sustainability, energy conservation, marketing, and education have been developed. These technologies come in various forms, including games, mobile and wearable devices, web and desktop applications, robots, and other dedicated devices. The major problem is that most existing persuasive technologies adopt the so called one- size-fits-all approach in their design and evaluation, which has been shown to be far less effective at motivating behavior change. For example, Orji et. al. in their study of the persuasiveness of various persuasive strategies show that the persuasiveness of the strategies vary depending on the gamer personality type under consideration [14, 15]. 96 Workshops Adjunct Proceedings of the 11th International Conference on Persuasive Technology, April 4-7, 2016, Salzburg, Austria. Copyright held by the authors.