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1

Pluchart, Sandra. "Les effets subjectifs des technologies persuasives : entre illusion et fiction". Recherches en psychanalyse N° 35/36, n.º 1/2 (5 de abril de 2024): 85–100. http://dx.doi.org/10.3917/rep2.035.36.0085.

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Dans cet article, nous interrogerons les incidences subjectives des technologies persuasives couplées aux réseaux sociaux. Nous soutenons l’hypothèse que ces dernières favorisent l’illusion de la complétude de l’Autre par la présentation de leurres en analogie avec la dimension spectaculaire de la magie. Nous supposons que ces images comportent des effets subjectifs et, au premier rang, l’envie comme un effet de cette présentification de l’Autre en la promotion de soi. Cependant, le sujet peut se dégager de la contemplation des images dans les réseaux sociaux, notamment en s’appuyant sur des modalités de création à la place. Ce mouvement pourrait permettre de sortir de l’illusion de l’omnipotence de l’Autre et donner accès à une fiction, reconstruisant une réalité autour du manque et relançant ainsi la logique désirante.
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2

King, Phillip y Jason Tester. "The landscape of persuasive technologies". Communications of the ACM 42, n.º 5 (mayo de 1999): 31–38. http://dx.doi.org/10.1145/301353.301398.

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Guerini, Marco y Oliviero Stock. "Intelligent Persuasive Technologies: Prospects for Tourism". Information Technology & Tourism 12, n.º 2 (1 de abril de 2010): 107–23. http://dx.doi.org/10.3727/109830510x12887971002620.

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4

Linder, Christian. "Are Persuasive Technologies Really Able to Communicate?" International Journal of Technoethics 5, n.º 1 (enero de 2014): 44–58. http://dx.doi.org/10.4018/ijt.2014010104.

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Since a while the ethics of persuasive technology (PT) have been discussed. One interesting approach is the assessment of PTs in the light of discourse ethics and the speech-act theory as proposed recently. While some see such an approach as promising, the author will illustrate that the application of discourse ethics is only appropriate for a few limited persuasive strategies. It is argued that most often PT does not provide the essentials of a discourse; reason or arguments to convince the counterpart. In line with discourse ethics the elements of speech-act theory refer to the preconditions every debater has to subscribe to in order to reach a mutual understanding that is the ultimate goal of a discourse. It is evident that PT has to deal with serious problems in order to fulfill the preconditions such as comprehensibility, truth, truthfulness and legitimacy. If discourse ethics is the theoretical framework which reflects the moral content of PT, the intention of the designer and his arguments or reasons have to be taken into account. It is argued that this often contradicts the purpose of persuasion or manipulation if PT is applied. This paper provides propositions that should ensure that the design of PT fulfill the basic requirements of discourse ethics.
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5

Simons, Joseph J. P. "Psychological Frameworks for Persuasive Information and Communications Technologies". IEEE Pervasive Computing 15, n.º 3 (julio de 2016): 68–76. http://dx.doi.org/10.1109/mprv.2016.52.

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Idrees, Abdul Rahman, Robin Kraft, Agnes Mutter, Harald Baumeister, Manfred Reichert y Rüdiger Pryss. "Persuasive technologies design for mental and behavioral health platforms: A scoping literature review". PLOS Digital Health 3, n.º 5 (16 de mayo de 2024): e0000498. http://dx.doi.org/10.1371/journal.pdig.0000498.

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This review investigates persuasive design frameworks within eHealth, concentrating on methodologies, their prevalence in mental and behavioral health applications, and identifying current research gaps. An extensive search was conducted across 8 databases, focusing on English publications with full text available. The search prioritized primary research articles, post-2011 applications, and eHealth platforms emphasizing treatment or support. The inclusion process was iterative, involving multiple authors, and relied on detailed criteria to ensure the relevance and contemporaneity of selected works. The final review set comprised 161 articles, providing an overview of persuasive design frameworks in eHealth. The review highlights the state of the art in the domain, emphasizing the utilization and effectiveness of these frameworks in eHealth platforms. This review details the restricted adoption of persuasive design frameworks within the field of eHealth, particularly in the mental and behavioral sectors. Predominant gaps include the scarcity of comparative evaluations, the underrepresentation of tailored interventions, and the unclear influence of persuasive components on user experience. There is a notable requirement for further scrutiny and refinement of persuasive design frameworks. Addressing these concerns promises a more substantial foundation for persuasive design in eHealth, potentially enhancing user commitment and platform efficiency.
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Kodapanakkal, Rabia I., Mark J. Brandt, Christoph Kogler y Ilja van Beest. "Moral Frames Are Persuasive and Moralize Attitudes; Nonmoral Frames Are Persuasive and De-Moralize Attitudes". Psychological Science 33, n.º 3 (25 de febrero de 2022): 433–49. http://dx.doi.org/10.1177/09567976211040803.

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Moral framing and reframing strategies persuade people holding moralized attitudes (i.e., attitudes having a moral basis). However, these strategies may have unintended side effects: They have the potential to moralize people’s attitudes further and as a consequence lower their willingness to compromise on issues. Across three experimental studies with adult U.S. participants (Study 1: N = 2,151, Study 2: N = 1,590, Study 3: N = 1,015), we used persuasion messages (moral, nonmoral, and control) that opposed new big-data technologies (crime-surveillance technologies and hiring algorithms). We consistently found that moral frames were persuasive and moralized people’s attitudes, whereas nonmoral frames were persuasive and de-moralized people’s attitudes. Moral frames also lowered people’s willingness to compromise and reduced behavioral indicators of compromise. Exploratory analyses suggest that feelings of anger and disgust may drive moralization, whereas perceiving the technologies to be financially costly may drive de-moralization. The findings imply that use of moral frames can increase and entrench moral divides rather than bridge them.
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Albrechtslund, Anders y Louise Nørgaard Glud. "Empowering Residents: A Theoretical Framework for Negotiating Surveillance Technologies". Surveillance & Society 8, n.º 2 (18 de diciembre de 2010): 235–50. http://dx.doi.org/10.24908/ss.v8i2.3488.

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The aim of this article is to develop an understanding of negotiation as a proactive user behavior in response to persuasive, surveillance-enabling technologies. We work with a case where the ambition is to use maps to persuade residents in marginalized residential areas to take co-ownership of the future of their neighborhood. However, we argue that by negotiating persuasive technologies, residents can domesticate and “reconfigure” these, thus we need to broaden the dominant understanding of persuasion (Fogg 2003) to include the process of negotiation. Inspired by Actor-Network Theory, we argue that we need a framework that takes into account negotiations of other actors than the persuasive designer to bring a more nuanced and active understanding of responses to surveillance technologies. This article suggests that negotiation can be both user empowering as well as a productive measure in an ongoing designer-user relation. While the designer persuades, the user negotiates, and this dynamic relation contributes to potentially better technology development.
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9

Drosatos, George, Fotis Nalbadis, Emily Arden-Close, Victoria Baines, Elvira Bolat, Laura Vuillier, Theodoros Kostoulas et al. "Enabling Responsible Online Gambling by Real-time Persuasive Technologies". Complex Systems Informatics and Modeling Quarterly, n.º 17 (31 de diciembre de 2018): 44–68. http://dx.doi.org/10.7250/csimq.2018-17.03.

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10

Chatterjee, S. y A. Price. "Healthy Living with Persuasive Technologies: Framework, Issues, and Challenges". Journal of the American Medical Informatics Association 16, n.º 2 (1 de marzo de 2009): 171–78. http://dx.doi.org/10.1197/jamia.m2859.

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11

Alhammad, Muna M. y Stephen R. Gulliver. "Persuasive Technology and Users Acceptance of E-commerce". Journal of Electronic Commerce in Organizations 12, n.º 2 (abril de 2014): 1–13. http://dx.doi.org/10.4018/jeco.2014040101.

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Persuasive technologies have been extensively applied in the context of e-commerce for the purpose of marketing, enhancing system credibility, and motivating users to adopt the systems. Recognising that persuasion impacts on consumer behaviour to purchase online have not been investigated previously. This study reviews theories of technology acceptance, and identifies their limitation in not considering the effect of persuasive technologies when determining user online technology acceptance. The study proposes a theoretical model that considers the effect of persuasive technologies on consumer acceptance of e-commerce websites; with consideration of other related variables, i.e. trust and technological attributes. Moreover the paper proposes a model based on the UTAUT2, which contains relevant contributing factors; including the concept of perceived persuasiveness.
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12

Mazlan, Umi Hanim y Siti Mahfuzah Sarif. "A Comparative Analysis of Design Principles for Integration in Wearable Persuasive Multimedia". Annals of Emerging Technologies in Computing 7, n.º 4 (1 de octubre de 2023): 14–26. http://dx.doi.org/10.33166/aetic.2023.04.002.

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Many studies, to varying degrees, have confirmed the importance of persuasive approaches in wearable technology. Meanwhile, there are also a growing number of studies in persuasive multimedia, particularly in promoting awareness. Also, many studies reported on wearable multimedia, especially in game-based and VR/AR applications. Given the increasing emergence of these technologies, there is a need to integrate existing diverse research endeavours and consolidate them for improved planned effects on human attitude and behaviour, including one's awareness. However, a similar attempt to incorporate a triad of persuasive, multimedia and wearable design principles toward improved controllability awareness lacks empirical evidence. Here, this study explores the design principles of persuasive, multimedia and wearable technologies that can be leveraged into an integrated design model, especially in promoting controllability awareness of mental health issues. Moreover, this study believes exploring the potential integration of the design principles would significantly impact the application's effectiveness. Therefore, this study conducted a comparative analysis which involved 20 relevant studies pertinent to wearable design principles, persuasive design principles, and multimedia design principles. Furthermore, all identified studies were reviewed regarding the domain, the technology used, target outcomes, and utilisation of the design principles. As a result, this study discovered that many studies were on integrating persuasive and multimedia design principles and persuasive and wearable technologies. Therefore, the outcome of this study could be leveraged to incorporate all three design principles (i.e., wearable, persuasive technology, multimedia) into a conceptual model. The conceptual model is expected to produce a more effective result, especially in enhancing controllability awareness in the mental health domain.
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13

Bertel, Lykke Brogaard y Dorte Malig Rasmussen. "On Being a Peer". International Journal of Conceptual Structures and Smart Applications 1, n.º 2 (julio de 2013): 58–68. http://dx.doi.org/10.4018/ijcssa.2013070107.

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This paper investigates and discusses the persuasive principles of social actors in relation to other theories of technologies as social agents, particularly within the field of Social Robotics and Persuasive Educational and Entertainment Robotics (PEERs). Based on related research and results from a case study on social robots as persuasive social actors in education an extension of the persuasive principles is proposed and related design guidelines for Persuasive Technology as social actors in teaching are presented.
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14

Sakulin, Sergey. "Political technologies of persuasive communication (on the example of cinema and social networks)". Journal of Political Research 4, n.º 2 (2 de julio de 2020): 138–55. http://dx.doi.org/10.12737/2587-6295-2020-138-155.

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Informatization and digitalization of society lead to the emergence of new political technologies of persuasive communication. Impact technologies are regularly improved and do not stop working even when a person is resting. The author pays special attention to the study of cinema and social networks as the main tools of persuasive communication. The purpose of the study is to analyze modern political technologies of persuasive communication using the example of the film industry and social networks, and develop protective measures against manipulative and destructive influence. The main research method is a comparative political science approach. In addition, the Case Study method is used. The author is convinced that media technology allows you to participate in the communication process, rather than remain a passive recipient of information. In the course of studying the problem, it was established that the Internet is socializing when the use of communication platforms allows you to influence social and political processes. The work offers a new look at the political manipulation of mass consciousness during the organization of leisure, which provides an opportunity to take a fresh look at the already existing theoretical positions in the field of persuasive communication. From a practical point of view, a scientific article can be applied in the implementation of projects involving an information and communication impact on the consciousness of the recipient or the mass consciousness. The study of political technologies of persuasive communication is interdisciplinary in nature and deserves attention from political scientists, sociologists, psychologists and educators.
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15

Orland, Brian. "Commentary: Persuasive New Worlds: Virtual Technologies and Community Decision-Making". Landscape and Urban Planning 142 (octubre de 2015): 132–35. http://dx.doi.org/10.1016/j.landurbplan.2015.08.010.

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Kaptein, Maurits, Panos Markopoulos, Boris de Ruyter y Emile Aarts. "Personalizing persuasive technologies: Explicit and implicit personalization using persuasion profiles". International Journal of Human-Computer Studies 77 (mayo de 2015): 38–51. http://dx.doi.org/10.1016/j.ijhcs.2015.01.004.

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17

Orji, Rita, Kiemute Oyibo, Richard K. Lomotey y Fidelia A. Orji. "Socially-driven persuasive health intervention design: Competition, social comparison, and cooperation". Health Informatics Journal 25, n.º 4 (25 de mayo de 2018): 1451–84. http://dx.doi.org/10.1177/1460458218766570.

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Persuasive technologies are tools for motivating behaviour change using persuasive strategies. socially-driven persuasive technologies employ three common socially-oriented persuasive strategies in many health domains: competition, social comparison, and cooperation. Research has shown the possibilities for socially-driven persuasive interventions to backfire by demotivating behaviour, but we lack knowledge about how the interventions could motivate or demotivate behaviours. To close this gap, we studied 1898 participants, specifically Socially-oriented strategies and their comparative effectiveness in socially-driven persuasive health interventions that motivate healthy behaviour change. The results of a thematic analysis of 278 pages of qualitative data reveal important strengths and weaknesses of the individual socially-oriented strategies that could facilitate or hinder their effectiveness at motivating behaviour change. These include their tendency to simplify behaviours and make them fun, challenge people and make them accountable, give a sense of accomplishment and their tendency to jeopardize user’s privacy and relationships, creates unnecessary tension, and reduce self-confidence and self-esteem, and provoke a health disorder and body shaming, respectively. We contribute to the health informatics community by developing 15 design guidelines for operationalizing the strategies in persuasive health intervention to amplify their strengths and overcome their weaknesses.
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18

Bellow, Edgar, Thomas Majd y Jean-Claude Lopez. "Technologie Persuasive et Gestion des Soins : un Examen Systématique". Management & Avenir Santé N° 7, n.º 2 (12 de marzo de 2021): 57–75. http://dx.doi.org/10.3917/mavs.007.0057.

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Remountakis, Manolis, Konstantinos Kotis, Babis Kourtzis y George E. Tsekouras. "Using ChatGPT and Persuasive Technology for Personalized Recommendation Messages in Hotel Upselling". Information 14, n.º 9 (13 de septiembre de 2023): 504. http://dx.doi.org/10.3390/info14090504.

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Recommender systems have become indispensable tools in the hotel hospitality industry, enabling personalized and tailored experiences for guests. Recent advancements in large language models (LLMs), such as ChatGPT, and persuasive technologies have opened new avenues for enhancing the effectiveness of those systems. This paper explores the potential of integrating ChatGPT and persuasive technologies for automating and improving hotel hospitality recommender systems. First, we delve into the capabilities of ChatGPT, which can understand and generate human-like text, enabling more accurate and context-aware recommendations. We discuss the integration of ChatGPT into recommender systems, highlighting the ability to analyze user preferences, extract valuable insights from online reviews, and generate personalized recommendations based on guest profiles. Second, we investigate the role of persuasive technology in influencing user behavior and enhancing the persuasive impact of hotel recommendations. By incorporating persuasive techniques, such as social proof, scarcity, and personalization, recommender systems can effectively influence user decision making and encourage desired actions, such as booking a specific hotel or upgrading their room. To investigate the efficacy of ChatGPT and persuasive technologies, we present pilot experiments with a case study involving a hotel recommender system. Our inhouse commercial hotel marketing platform, eXclusivi, was extended with a new software module working with ChatGPT prompts and persuasive ads created for its recommendations. In particular, we developed an intelligent advertisement (ad) copy generation tool for the hotel marketing platform. The proposed approach allows for the hotel team to target all guests in their language, leveraging the integration with the hotel’s reservation system. Overall, this paper contributes to the field of hotel hospitality by exploring the synergistic relationship between ChatGPT and persuasive technology in recommender systems, ultimately influencing guest satisfaction and hotel revenue.
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Kamalruzzaman, Mohammad Syukran, Sharkawi Che Din, Nik Atilla Atasha Shamsuddin y Xue Chen. "Persuasive Technologies in using Social Media to Influence Behaviour Change in Malaysia". Journal of ASIAN Behavioural Studies 8, n.º 24 (30 de abril de 2023): 39–52. http://dx.doi.org/10.21834/jabs.v8i24.422.

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The effective use of persuasive technology in social media can influence behaviour change. By 2020, 88.7% of Malaysians were active internet users, and various social media platforms to change users' behaviour had emerged via the internet. This paper examines how persuasive technology has been used in Malaysian health care and behaviour change over the past ten years. The goal is to discover how well technology has been used to change people's behaviour. The findings of this paper anticipate an in-depth study about underexplored topics, such as the most effective strategy to embed PT in Social Media applications to improve health. Keywords: Persuasive technology; behavioural change; social media eISSN 2514-7528 ©2023. The Authors. Published for AMER & cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under the responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), and cE-Bs (Centre for Environment-Behaviour StudiesCollege of Built Environment, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/jabs.v8i24.422
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21

Hartford, Anna y Dan J. Stein. "Attentional Harms and Digital Inequalities". JMIR Mental Health 9, n.º 2 (11 de febrero de 2022): e30838. http://dx.doi.org/10.2196/30838.

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Recent years have seen growing public concern about the effects of persuasive digital technologies on public mental health and well-being. As the draws on our attention reach such staggering scales and as our ability to focus our attention on our own considered ends erodes ever further, the need to understand and articulate what is at stake has become pressing. In this ethical viewpoint, we explore the concept of attentional harms and emphasize their potential seriousness. We further argue that the acknowledgment of these harms has relevance for evolving debates on digital inequalities. An underdiscussed aspect of web-based inequality concerns the persuasions, and even the manipulations, that help to generate sustained attentional loss. These inequalities are poised to grow, and as they do, so will concerns about justice with regard to the psychological and self-regulatory burdens of web-based participation for different internet users. In line with calls for multidimensional approaches to digital inequalities, it is important to recognize these potential harms as well as to empower internet users against them even while expanding high-quality access.
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Marcolin, Barb, Chad Saunders y Benoit Aubert. "Persuasive Technologies and Social Interactions in Professional Environments: Embedded Qualitative Case Study". JMIR Formative Research 6, n.º 2 (23 de febrero de 2022): e32613. http://dx.doi.org/10.2196/32613.

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Background Although previous studies have highlighted the impact of interactions on the web in the context of patient–health care professional (HCP) dyads, this paper extends that context to a triad that includes the role of employers and associated settings with social groups. Objective This study aims to evaluate how the interactions between individuals and the social use of the platform affect individuals’ use of persuasive technology and, in turn, their work environment actions and responses, by implementing a persuasive technology health and wellness platform in a work environment. Methods For 8 months, we deployed a persuasive technology platform with different combinations of health-related features and content in 1 embedded case design with 8 fire stations for a small Canadian city (total number of participant firefighters, n=141) assigned to 1 of 2 treatments—interactive or static webpages. We used text-based content analysis techniques for outcome measures, drawn from a total of 29 participant exit interviews. In addition, medical assessments were conducted at baseline, midpoint, and end point by 7 HCPs and 1 researcher (BM), who also served as the data steward and managed the study. Results Our results reveal that group, social, and work influences introduce new elements to the use of persuasive technology, which interact to foster higher levels of individual success. The platform in our study served as part of a larger social system, providing information that facilitated new behaviors at work and home. The 8-month group programs centered on exercise, nutrition, and smoking cessation. Groups of participants coached by certified professionals showed significant increases in sodium awareness, levels of actual exercise, and consistency of activities. As a result of the study, of 141 people, 15 (10.6%) were notified of serious medical health issues and 29 (20.6%) underwent blood work assessments and a privacy shield (protected by federal law) was enacted to protect employees from losing their employment based on any health concerns disclosed. Conclusions The persuasive technology platform, in combination with self-management and professional management and social interactions, significantly altered work management behaviors. Interactions among individual outcomes, group influences, and social situations strongly influenced individuals’ behaviors in their work and home environments. Three things further improved the positive results that we observed: privacy shields (which allowed employees to reveal health concerns without fear of professional consequences), individual private activities aligned with group activities, and integration between HCP work with localized, organizational work roles.
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Williamson, Ben. "Decoding ClassDojo: psycho-policy, social-emotional learning and persuasive educational technologies". Learning, Media and Technology 42, n.º 4 (16 de enero de 2017): 440–53. http://dx.doi.org/10.1080/17439884.2017.1278020.

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Bhui, Kamaldeep y Yasmin Ibrahim. "Marketing the “radical”: Symbolic communication and persuasive technologies in jihadist websites". Transcultural Psychiatry 50, n.º 2 (abril de 2013): 216–34. http://dx.doi.org/10.1177/1363461513479329.

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Behringer, Reinhold y Peter Øhrstrøm. "Persuasive Design in Teaching and Learning". International Journal of Conceptual Structures and Smart Applications 1, n.º 2 (julio de 2013): 1–5. http://dx.doi.org/10.4018/ijcssa.2013070101.

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The EuroPLOT project (2010-2013) has developed Persuasive Learning and Technologies (PLOTs) and has evaluated them in four real-world case studies, which cover the widely different teaching scenarios of university education, adult learning in industry, informal learning at a museum, literature studies, and language learning. At the International Workshop of EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013), the results of the project were presented, and an overview of related research was given. One of the main conclusions of EuroPLOT has been that the specific learning context has to be considered when applying persuasive designs. At IWEPLET 2013, both the theoretical background as well as evaluations of persuasive technology demonstrations were presented. This paper provides an overview of these presentations.
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Hussian, Asif, Abdul Mateen, Farhan Amin, Muhammad Ali Abid y Saeed Ullah. "Health Monitoring Apps: An Evaluation of the Persuasive System Design Model for Human Wellbeing". Information 14, n.º 7 (16 de julio de 2023): 412. http://dx.doi.org/10.3390/info14070412.

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In the current era of ubiquitous computing and mobile technology, almost all human beings use various self-monitoring applications. Mobile applications could be the best health assistant for safety and adopting a healthy lifestyle. Therefore, persuasive designing is a compulsory element for designing such apps. A popular model for persuasive design named the Persuasive System Design (PSD) model is a generalized model for whole persuasive technologies. Any type of persuasive application could be designed using this model. Designing any special type of application using the PSD model could be difficult because of its generalized behavior which fails to provide moral support for users of health applications. There is a strong need to propose a customized and improved persuasive system design model for each category to overcome the issue. This study evaluates the PSD model and finds persuasive gaps in users of the Mobile Health Monitoring application, developed by following the PSD model. Furthermore, this study finds that users misunderstand health-related problems when using such apps. A misunderstanding of this nature can have serious consequences for the user’s life in some cases.
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Anagnostopoulou, Evangelia, Efthimios Bothos, Babis Magoutas, Johann Schrammel y Gregoris Mentzas. "Persuasive Technologies for Sustainable Mobility: State of the Art and Emerging Trends". Sustainability 10, n.º 7 (22 de junio de 2018): 2128. http://dx.doi.org/10.3390/su10072128.

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Olivieri, Lorenzo. "Persuasive Technologies and Self-awareness: A Discussion of Screen-time Management Applications". Phenomenology & Mind 20 (2021): 52. http://dx.doi.org/10.17454/pam-2005.

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Agnisarman, Sruthy, Kapil Chalil Madathil y Laura Stanley. "A survey of empirical studies on persuasive technologies to promote sustainable living". Sustainable Computing: Informatics and Systems 19 (septiembre de 2018): 112–22. http://dx.doi.org/10.1016/j.suscom.2018.08.001.

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Jalowski, Max, Albrecht Fritzsche y Kathrin M. Möslein. "Facilitating collaborative design: a toolkit for integrating persuasive technologies in design activities". Procedia CIRP 84 (2019): 61–67. http://dx.doi.org/10.1016/j.procir.2019.04.290.

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Mulchandani, Dinesh y Rita Orji. "Socially-Oriented Persuasive Game to Promote Disease Awareness and Prevention". Human Behavior and Emerging Technologies 2022 (30 de junio de 2022): 1–17. http://dx.doi.org/10.1155/2022/9403578.

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Persuasive games are widely implemented in the health domain to promote desirable behaviour change. Previous research shows that using persuasive games employing various strategies results in increased motivation and awareness that led to a positive change in behaviour. This paper investigates the efficacy of a competition-based persuasive game at creating awareness and motivating people to adhere to COVID-19 precautionary measures. To achieve this goal, we developed and evaluated a competition-based persuasive game to promote the awareness and adoption of COVID-19 precautionary measures. The results of our pretest and posttest study ( N = 67 ) followed by a semistructured interview of 18 participants show the efficacy of the game with respect to promoting a positive change in attitude, intention, self-efficacy, knowledge, and promoting motivation and positive player experience among participants. The qualitative results provide insight into how and why persuasive games promote desirable behaviour. The paper contributes to the knowledge of how emerging technologies in the form of persuasive games can be designed and used to contribute to solving problems in our society.
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Lindh, Maria y Jan Michael Nolin. "GAFA speaks: metaphors in the promotion of cloud technology". Journal of Documentation 73, n.º 1 (9 de enero de 2017): 160–80. http://dx.doi.org/10.1108/jd-03-2016-0039.

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Purpose The purpose of this paper is to explore persuasive rhetoric by critically scrutinizing metaphorical devices utilized by leaders of the cloud industry. This paper introduces a critical approach to the promotion of cloud technology. Design/methodology/approach In total, 13 video clips from YouTube were analyzed, containing presentations and talks delivered by leaders of Google, Apple, Facebook and Amazon – four of the most influential companies within the information technology industry, sometimes referred to as GAFA. With the help of conceptual metaphor theory, often-repeated metaphors for cloud technologies reveal what properties were promoted and hidden. Findings GAFA mainly used the same persuasive metaphors to promote cloud computing’s positive aspects. Potentially negative or complex issues were mostly avoided. Cloud technology was uniformly described in metaphors of control, empowerment, transformation and automation. Implicitly, GAFA exerts power through the extensive dissemination of their metaphors and these are used in order to negotiate and overcome doubts about cloud computing and related technologies. Originality/value This is the first study aimed at understanding the persuasive rhetoric of GAFA, seen as a uniform object of study.
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Spelt, Hanne, Elisabeth Kersten-van Dijk, Jaap Ham, Joyce Westerink y Wijnand IJsselsteijn. "Psychophysiological Measures of Reactance to Persuasive Messages Advocating Limited Meat Consumption". Information 10, n.º 10 (17 de octubre de 2019): 320. http://dx.doi.org/10.3390/info10100320.

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Persuasive interventions can lose their effectiveness when a person becomes reactant to the persuasive messages—a state identified by feelings of anger and perceived threat to freedom. A person will strive to reestablish their threatened freedom, which is characterized by motivational arousal. Research suggests that the motivational state of psychological reactance can be observed in physiology. Therefore, the assessment of physiological reactions might help to identify reactance to persuasive messages and, thereby, could be an objective approach to personalize persuasive technologies. The current study investigates peripheral psychophysiological reactivity in response to persuasive messages. To manipulate the strength of the reactant response either high- or low-controlling language messages were presented to discourage meat consumption. The high-controlling language condition indeed evoked more psychological reactance, and sympathetic arousal did increase during persuasive messaging in heart rate and heart rate variability, although no clear relationship between physiological reactivity and self-reported psychological reactance was found. However, the evaluation of multiple linear models revealed that variance in self-reported psychological reactance was best explained by initial intentions in combination with cardiovascular reactivity. To conclude, considering physiological reactivity in addition to motivational state can benefit our understanding of psychological reactance.
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34

Faddoul, Guillaume y Samir Chatterjee. "A Quantitative Measurement Model for Persuasive Technologies Using Storytelling via a Virtual Narrator". International Journal of Human–Computer Interaction 36, n.º 17 (28 de mayo de 2020): 1585–604. http://dx.doi.org/10.1080/10447318.2020.1768670.

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35

Barratt, Paul. "Healthy competition: A qualitative study investigating persuasive technologies and the gamification of cycling". Health & Place 46 (julio de 2017): 328–36. http://dx.doi.org/10.1016/j.healthplace.2016.09.009.

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36

Ahmad, Wan Nooraishya Wan y Nazlena Mohamad Ali. "A Study on Persuasive Technologies. The Relationship between User Emotions, Trust and Persuasion". International Journal of Interactive Multimedia and Artificial Intelligence 5, n.º 1 (2018): 57. http://dx.doi.org/10.9781/ijimai.2018.02.010.

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37

Shevchuk, Nataliya y Harri Oinas-Kukkonen. "Aiding Users in Green IS Adoption with Persuasive Systems Design". Urban Science 4, n.º 4 (27 de octubre de 2020): 52. http://dx.doi.org/10.3390/urbansci4040052.

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Green information systems (IS) is a research domain that contributes to finding solutions for fostering environmental behavior in individuals, organizations, and communities. So far, researching Green IS for individual users has been less abundant and requires more insight. Users’ engagement with technologies start from adoption. Green IS challenges users to modify their lifestyles in order to achieve sustainable behavior patterns. This article is focused on persuasive Green IS, which have in-built features to convince users to modify their lifestyles and to improve technology adoption intention. In the theoretical background, main concepts, especially sustainable behavior, Green IS, IS adoption, persuasive systems, and persuasive systems design (PSD) model are presented. In this article, we analyzed three studies that focused on individual sustainable behavior change with persuasive Green IS. Overviews of these studies are presented and the studies were analyzed as a whole. The reviewed studies suggest that the PSD model has a high potential for becoming a tool for Green IS enhancement. The key themes identified from the studies bring value to both academics and practitioners, as well as suggest directions for researching the individual behavior change with persuasive Green IS in the future.
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38

Kamalruzzaman, Mohammad Syukran, Sharkawi Che Din, Anuar Mohd Yusof y Nik Atilla Atasha Shamsuddin. "State of Art of the Persuasive Technology using Social Media for Behaviour Change in Malaysia". Environment-Behaviour Proceedings Journal 6, SI6 (18 de octubre de 2021): 3–9. http://dx.doi.org/10.21834/ebpj.v6isi6.3035.

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Persuasive technology is an evolving form of behaviour change agent that is becoming more popular with the emergence of social media. In 2020, 81% of Malaysians are active social media users who contribute to the escalation of behavioural changes using online platforms. This paper provides a verifiable review of 10 years of persuasive technology using social media for Malaysian healthcare and behavioural changes with the concern to (1) reviewing the effectiveness of persuasive technology using social media to behaviour changes, (2) outlining the technology methods, research methods, strategies, theories and targeted behaviour (3) stating the issues regarding the studied persuasive technologies and (4) highlighting the future research recommendation. Keywords: Persuasive technology, behavioural change, social media eISSN: 2398-4287 © 2021. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v6iSI6.3035
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39

Wertz, Jessica A. "Bitstrips and Storybird: Writing Development in a Blended Literacy Camp". Voices from the Middle 21, n.º 4 (1 de mayo de 2014): 24–32. http://dx.doi.org/10.58680/vm201425106.

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This article describes the integration of Web 2.0 technologies in writing instruction with upcoming fifth- and sixth-grade students during a Summer Digital Literacy Camp, and shares how the students and the author learned alongside each other as they "played" with digital literacy to write persuasive comic strips and digital storybooks using the websites Bitstrips and Storybird. Through these literacy experiences, students used new literacies practices that emphasized multimodalities as they also situated social practices and the students’ own identities and lived experiences to learn key components of persuasive and narrative writing.
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40

Ruiz-Arellano, Ana Erika, David A. Mejía-Medina, Victor H. Castillo-Topete, María Berenice Fong-Mata, Ervey L. Hernández-Torres, Paloma Rodríguez-Valenzuela y Enrique Berra-Ruiz. "Addressing the Use of Artificial Intelligence Tools in the Design of Visual Persuasive Discourses". Designs 6, n.º 6 (6 de diciembre de 2022): 124. http://dx.doi.org/10.3390/designs6060124.

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Artificial intelligence (AI) systems to generate images from natural language are a game changer in graphic design. However, in visual persuasive communication, the image is not just a drawing, but is the message itself. It arises from the need for understanding how AI systems could be adopted in the design of visual communication. Thus, this article presents a model that describes the theoretical–methodological factors present in the design of persuasive visual discourses, which arises from a qualitative study with an analysis of grounded theory from the opinion of experts in the essential areas for visual communication. Thus, we propose a model to guide the design process of persuasive messages throughout seven stages. Additionally, an analysis for contributing to the orderly and informed incorporation of technologies, techniques, and methods relevant to each stage is presented.
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41

Oyibo y Vassileva. "Investigation of the Moderating Effect of Culture on Users’ Susceptibility to Persuasive Features in Fitness Applications". Information 10, n.º 11 (6 de noviembre de 2019): 344. http://dx.doi.org/10.3390/info10110344.

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Persuasive technologies have been identified as a potential motivational tool to tackle the rising problem of physical inactivity worldwide, with research showing they are more likely to be successful if tailored to the target audience. However, in the physical activity domain, there is limited research on how culture moderates users’ susceptibility to the various persuasive features employed in mobile health applications aimed to motivate behavior change. To bridge this gap, we conducted an empirical study among 256 participants from collectivist (n = 67) and individualist (n = 189) cultures to determine their culture-specific persuasion profiles with respect to six persuasive features commonly employed in fitness applications on the market. The persuasive features include two personal features (goal-setting/self-monitoring and reward) and four social features (competition, cooperation, social learning and social comparison). We based our study on the rating of storyboards (on which each of the six persuasive features is illustrated) and the ranking of the six persuasive features in terms of perceived persuasiveness. The results of our analysis showed that users from individualist and collectivist cultures significantly differ in their persuasion profiles. Based on our rating measure, collectivist users are more likely to be susceptible to all six persuasive features (personal and social) than individualist users, who are only likely to be susceptible to personal features. However, based on our ranking measure, individualist users are more likely to be susceptible to personal features (goal-setting/self-monitoring and reward) than collectivist users. In contrast, collectivist users are more likely to be susceptible to social features (cooperation and social learning) than individualist users. Based on these findings, we provide culture-specific persuasive technology design guidelines. Our study is the first to uncover the moderating effect of culture on users’ susceptibility to commonly employed persuasive features in fitness applications.
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42

Edwards, Helen M., Sharon McDonald, Tingting Zhao y Lynne Humphries. "Design requirements for persuasive technologies to motivate physical activity in adolescents: a field study". Behaviour & Information Technology 33, n.º 9 (27 de noviembre de 2013): 968–86. http://dx.doi.org/10.1080/0144929x.2013.841755.

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43

Andersen, Troels Christian Korsgaard y Torben Cæsar Bisgaard Bjerrum. "Service and Data Driven Multi Business Model Platform in a World of Persuasive Technologies". Journal of Multi Business Model Innovation and Technology 4, n.º 1 (2016): 47–60. http://dx.doi.org/10.13052/jmbmit2245-456x.413.

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44

Rahmi, R. y Swarmilah Hariani. "The Effectiveness of Persuasive Communication in Change Management: A Human Resource Management Perspective". Golden Ratio of Mapping Idea and Literature Format 3, n.º 1 (30 de enero de 2023): 60–70. http://dx.doi.org/10.52970/grmilf.v3i1.358.

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The contemporary organizational landscape is characterized by constant change, necessitating effective change management strategies to navigate through uncertainties and sustain success. Persuasive communication emerges as a crucial tool within this context, enabling stakeholders to overcome resistance and mobilize support for organizational transformations. Studies within human resource management (HRM) underscore the pivotal role of persuasive communication in driving change, emphasizing its ability to sway opinions, inspire action, and cultivate shared visions among stakeholders. Key themes include the importance of timing, employee profiles, two-way communication, and message strategies in enhancing change satisfaction and managing public sector change. Persuasive communication goes beyond information dissemination, aiming to create resonance and foster buy-in among diverse audiences by leveraging emotional appeal and crafting compelling narratives. It requires a nuanced understanding of human psychology, communication dynamics, and organizational culture, along with strategic alignment with broader organizational goals and values. In the digital age, where communication is increasingly mediated by digital technologies and social media platforms, HRM professionals must leverage the latest tools and techniques to amplify their persuasive efforts and drive meaningful change amidst information overload and fragmented attention spans. Ultimately, persuasive communication serves as a linchpin for connecting organizational aspirations with individual perspectives, fostering alignment and synergy that propel change initiatives forward.
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45

Sadat Rezai, Leila, Jessie Chin, Reicelis Casares-Li, Fan He, Rebecca Bassett-Gunter y Catherine Burns. "Can Message-Tailoring Based on Regulatory Fit Theory Improve the Efficacy of Persuasive Physical Activity Systems?" Information 10, n.º 11 (8 de noviembre de 2019): 347. http://dx.doi.org/10.3390/info10110347.

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Background: Many behaviour-change technologies have been designed to help people with a sedentary lifestyle to become more physically active. However, challenges exist in designing systems that work effectively. One of the key challenges is that many of those technologies do not account for differences in individuals’ psychological characteristics. To address that problem, tailoring the communication between a system and its users has been proposed and examined. Although in the research related to public health education, message tailoring has been studied extensively as a technique to communicate health information and to educate people, its use in the design of behaviour-change technologies has not been adequately investigated. Objective: The goal of this study was to explore the impact of message tailoring, when tailoring was grounded in Higgins’ Regulatory Fit Theory, and messages were constructed to promote physical activity. Method: An email intervention was designed and developed that sent participants daily health messages for 14 consecutive days. There were three categories of messages: reminders, promotion-, and prevention-messages. The effect of the messages on behaviour was compared between those who received messages that fitted their self-regulatory orientation, versus those who received non-fitted messages. Results: Participants who received promotion- or prevention-messages walked for longer periods of time, compared to those who received reminders in the control group. When comparing the first two groups, promotion-message-recipients on average walked more than those who received prevention-messages. In other words, promotion messages acted more persuasively than prevention-messages and reminders. Contrary to our hypothesis, those individuals who received messages that fitted their self-regulatory orientation did not walk more than those who received non-fitted messages. Conclusions: The efficacy of Higgins’ Regulatory Fit Theory in the design of tailored health messages was examined. This study did not find support for the use of that theory in guiding the design of persuasive health messages that promote physical activity. Therefore, more research is necessary to investigate the effectiveness of tailoring strategies.
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46

Spahn, Andreas. "Moralizing Mobility?" Transfers 3, n.º 2 (1 de junio de 2013): 108–15. http://dx.doi.org/10.3167/trans.2013.030207.

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There is a tension in any ethical evaluation of mobility. On the one side mobility is linked to elements of progress, cosmopolitism, autonomy, and freedom. On the other side increasing mobility causes worries with regard to safety and sustainability. This essay analyzes a suggested technical solution to the worries about safety and sustainability: the increasing usage of persuasive technologies to change individual behavior. Can and should we moralize mobility technologies by way of persuasion?
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47

Craig, Curtis M., Katelyn R. Schwieters, Disi Tian y Nichole L. Morris. "Impact of Simulation on Road User Acceptance of Restricted Crossing U-Turns". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, n.º 1 (septiembre de 2022): 938–42. http://dx.doi.org/10.1177/1071181322661417.

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Restricted Crossing U-turns (RCUTs) show reduction in severe and fatal crashes compared to traditional stop-controlled intersections in rural and suburban areas, but poor community acceptance of these relatively novel road designs can lead to costly delays in installation or cessation of the project. One way to increase road user acceptance of RCUTs and other novel road designs is through the use of persuasive technologies such as virtual environments and simulation. Three studies employing different forms of simulated virtual environments with the same RCUT design were conducted, with participants providing pre- and post-exposure self-report attitudes toward the RCUTs. The results indicated that acceptance towards RCUTs generally improved for two of the three studies that provided a virtual experience driving through an RCUT, but attitudes did not improve for the virtual environment utilizing a highly immersive full-cab simulator. The results have implications for the use of persuasive technologies for novel roadway designs.
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48

Vernero, Fabiana y Roberto Montanari. "Persuasive technologies in the interface of a high-risk chemical plant production processes management system". Cognition, Technology & Work 12, n.º 1 (24 de febrero de 2009): 51–60. http://dx.doi.org/10.1007/s10111-009-0128-5.

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49

Ghofrani, Talayeh. "The impact of new media technologies on persuasive communication in the time of global crisis". International Journal of Technology Management 94, n.º 3/4 (2024): 419–35. http://dx.doi.org/10.1504/ijtm.2024.136420.

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50

Ghofrani, Talayeh. "The impact of new media technologies on persuasive communication in the time of global crisis". International Journal of Technology Management 94, n.º 3/4 (2024): 419–35. http://dx.doi.org/10.1504/ijtm.2024.10061598.

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