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Persuasive technology

Persuasive technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through persuasion and social influence, but not through coercion. Such technologies are regularly used in sales, diplomacy, politics, religion, military training, public health, and management, and may potentially be used in any area of human-human or human-computer interaction. Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices, but this incorporates and builds on the results, theories, and methods of experimental psychology, rhetoric, and human-computer interaction. The design of persuasive technologies can be seen as a particular case of design with intent. Persuasive technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through persuasion and social influence, but not through coercion. Such technologies are regularly used in sales, diplomacy, politics, religion, military training, public health, and management, and may potentially be used in any area of human-human or human-computer interaction. Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices, but this incorporates and builds on the results, theories, and methods of experimental psychology, rhetoric, and human-computer interaction. The design of persuasive technologies can be seen as a particular case of design with intent. Persuasive technologies can be categorized by their functional roles. B. J. Fogg proposes the Functional Triad as a classification of three 'basic ways that people view or respond to computing technologies': persuasive technologies can function as tools, media, or social actors – or as more than one at once. Persuasive technologies can also be categorized by whether they change attitude and behaviors through direct interaction or through a mediating role: do they persuade, for example, through human-computer interaction (HCI) or computer-mediated communication (CMC)? The examples already mentioned are the former, but there are many of the latter. Communication technologies can persuade or amplify the persuasion of others by transforming the social interaction, providing shared feedback on interaction, or restructuring communication processes. Persuasion design is the design of messages by analyzing and evaluating their content, using established psychological research theories and methods. Andrew Chak argues that the most persuasive web sites focus on making users feel comfortable about making decisions and helping them act on those decisions. Previous research has also utilized on social motivators like competition for persuasion. By connecting a user with other users, his/her coworkers, friends and families, a persuasive application can apply social motivators on the user to promote behavior changes. Social media such as Facebook, Twitter also facilitate the development of such systems. It has been demonstrated that social impact can result in greater behavior changes than the case where the user is isolated. Halko and  Kientz made an extensive search in the literature for persuasive strategies and methods used in the field of psychology to modify health-related behaviours. Their search concluded that there are 8 main types of persuasive strategies, which can be grouped into the following four categories, where each category has two complementary approaches: Authoritative: Persuade the technology user through an authoritative agent. For example, a strict personal trainer who instructing the user to perform the task that will meet their goal. Non-Authoritative: Persuade the user through a neutral agent, For example, a friend who encourage the user to meet their goals. Cooperative: Persuade the user through the notion of cooperating and teamwork. For example, allowing the user to team up with friends to complete their goals.

[ "Persuasion", "persuasive systems", "Captology" ]
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