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 38
Seite 17
... less often . Similarly , when video games came onto the market , kids started watching less television and played outside less often.8 Captology does not include such unintended outcomes ; it focuses on the attitude and behavior changes ...
... less often . Similarly , when video games came onto the market , kids started watching less television and played outside less often.8 Captology does not include such unintended outcomes ; it focuses on the attitude and behavior changes ...
Seite 151
... Less Believable -3 ON C 0 +1 +2 40 +3 25 The site lists well - known corporate customers . Much More Believable Much Less Believable -3 -2 99 Co +1 OF +2 30 +3 26 The site is difficult to navigate . Much Less 00 Believable -3 989 27 The ...
... Less Believable -3 ON C 0 +1 +2 40 +3 25 The site lists well - known corporate customers . Much More Believable Much Less Believable -3 -2 99 Co +1 OF +2 30 +3 26 The site is difficult to navigate . Much Less 00 Believable -3 989 27 The ...
Seite 206
... less TV . This type of connected persuasive technology could leverage the power of group - level intrinsic motivators - competition , cooperation , and recogni- tion to persuade kids to spend less time in front of the television ...
... less TV . This type of connected persuasive technology could leverage the power of group - level intrinsic motivators - competition , cooperation , and recogni- tion to persuade kids to spend less time in front of the television ...
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