Persuasive Technology: Using Computers to Change What We Think and DoElsevier Science, 16.12.2002 - 312 Seiten Can computers change what you think and do? Can they motivate you to stop smoking, persuade you to buy insurance, or convince you to join the Army? "Yes, they can," says Dr. B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. Fogg has coined the phrase "Captology"(an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers.In this thought-provoking book, based on nine years of research in captology, Dr. Fogg reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. Technology designers, marketers, researchers, consumers-anyone who wants to leverage or simply understand the persuasive power of interactive technology-will appreciate the compelling insights and illuminating examples found inside. Persuasive technology can be controversial-and it should be. Who will wield this power of digital influence? And to what end? Now is the time to survey the issues and explore the principles of persuasive technology, and B.J. Fogg has written this book to be your guide. |
Im Buch
Ergebnisse 1-3 von 25
Seite 45
... exercise ; I became more concerned about my heart rate than about adhering to a specific exercise regimen . Having a tool like a heart rate monitor can also change a person's general attitude about exercise . Because the device provides ...
... exercise ; I became more concerned about my heart rate than about adhering to a specific exercise regimen . Having a tool like a heart rate monitor can also change a person's general attitude about exercise . Because the device provides ...
Seite 70
... exercise . Principle of Virtual Rewards Computer simulations that reward target behaviors in a virtual world , such as giving virtual rewards for exercising , can influence people to perform the target behavior more fre- quently and ...
... exercise . Principle of Virtual Rewards Computer simulations that reward target behaviors in a virtual world , such as giving virtual rewards for exercising , can influence people to perform the target behavior more fre- quently and ...
Seite 72
... exercise equip- ment , when asked how much effort they exerted during the 30 - minute exercise period , the two groups showed no significant differences in perceived exertion . In other words , even though the VR group worked harder in ...
... exercise equip- ment , when asked how much effort they exerted during the 30 - minute exercise period , the two groups showed no significant differences in perceived exertion . In other words , even though the VR group worked harder in ...
Inhalt
Persuasion in the Digital | 1 |
Advantages over Human Persuaders | 7 |
Defining Persuasion | 15 |
Urheberrecht | |
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Persuasive Technology: Using Computers to Change What We Think and Do B.J. Fogg Eingeschränkte Leseprobe - 2003 |
Persuasive Technology: Using Computers to Change What We Think and Do B.J. Fogg Eingeschränkte Leseprobe - 2003 |
Persuasive Technology: Using Computers to Change What We Think and Do B.J. Fogg Eingeschränkte Leseprobe - 2003 |
Häufige Begriffe und Wortgruppen
applications attitudes and behaviors attitudes or behaviors B. J. Fogg boost captology change people's chapter computers as persuasive computing products computing systems computing technology create cues designed digital pet domain driving earned credibility eBay effects elements example experience expertise explore factors Figure functional triad goals heart rate monitor human human-computer human-computer interaction impact increase influence strategies interactive technology Internet intrinsic motivators Iwin.com learning leverage microsuasion mobile devices mobile phones monitor nology operant conditioning outcomes participants perceived perform person persuasive technology persuasive technology products play Pop-up ads potential Principle puter QuitNet reputed credibility responsibility rewards Rockett's New School role self-efficacy simulation site's social actor social comparison social facilitation Social Psychology Stanford suggests surface credibility surveillance tailored target behavior teens tion tool trustworthiness types unethical updates video games Web credibility