Persuasive Technology: Using Computers to Change What We Think and DoElsevier, 04.01.2003 - 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. * Filled with key term definitions in persuasive computing *Provides frameworks for understanding this domain *Describes real examples of persuasive technologies |
Im Buch
Ergebnisse 1-5 von 31
Seite xii
... outcomes in particular realms of their lives. In my mind, it's not a matter of whether computers can influence us, that's been demonstrated by B.J. and others. Instead, it's now a matter of understanding the scope of that influence—how ...
... outcomes in particular realms of their lives. In my mind, it's not a matter of whether computers can influence us, that's been demonstrated by B.J. and others. Instead, it's now a matter of understanding the scope of that influence—how ...
Seite xvi
... Outcomes 16 Levels of Persuasion: Macro and Micro 17 Microsuasion on the Web 19 Microsuasion in Video Games 19 Captology: Summary of Key Terms and Concepts 20 Notes and References 20 15 chapter 2 The Functional Triad: Computers in ...
... Outcomes 16 Levels of Persuasion: Macro and Micro 17 Microsuasion on the Web 19 Microsuasion in Video Games 19 Captology: Summary of Key Terms and Concepts 20 Notes and References 20 15 chapter 2 The Functional Triad: Computers in ...
Seite xxi
... Outcomes: Intended and Unintended 227 Responsibility for Unintended Outcomes 229 When Persuasion Targets Vulnerable Groups 230 Stakeholder Analysis: A Methodology for Analyzing Ethics 233 Step 1: List All of the Stakeholders 233 Step 2 ...
... Outcomes: Intended and Unintended 227 Responsibility for Unintended Outcomes 229 When Persuasion Targets Vulnerable Groups 230 Stakeholder Analysis: A Methodology for Analyzing Ethics 233 Step 1: List All of the Stakeholders 233 Step 2 ...
Seite 16
... Outcomes. Captology focuses on planned persuasive effects of technology, not on side effects. At the start of this chapter, I defined persuasion as an attempt to change attitudes or behaviors or both. This definition implies that true ...
... Outcomes. Captology focuses on planned persuasive effects of technology, not on side effects. At the start of this chapter, I defined persuasion as an attempt to change attitudes or behaviors or both. This definition implies that true ...
Seite 17
... outcomes; it focuses on the attitude and behavior changes intended by the designers of interactive technology products. These planned effects can range widely, from persuading people to buy things online, to motivating people to take ...
... outcomes; it focuses on the attitude and behavior changes intended by the designers of interactive technology products. These planned effects can range widely, from persuading people to buy things online, to motivating people to take ...
Inhalt
1 | |
15 | |
23 | |
31 | |
Simulation | 61 |
Chapter 5 Computers as Persuasive Social Actors | 89 |
Chapter 6 Credibility and Computers | 121 |
Chapter 7 Credibility and the World Wide Web | 147 |
Chapter 8 Increasing Persuasion through Mobility and Connectivity | 183 |
Chapter 9 The Ethics of Persuasive Technology | 211 |
Looking Forward | 241 |
Summary of Principles | 255 |
Figure Credits | 263 |
Index | 267 |
About the Author | 283 |
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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 |
Häufige Begriffe und Wortgruppen
ActiMates Barney applications attitudes and behaviors attitudes or behaviors boost captology change people’s chapter computers as persuasive computing products computing systems computing technology create credibility perceptions cues designed digital pet driving earned credibility eBay effects elements evaluation example experience expertise factors Figure functional triad goals heart rate heart rate monitor human human-computer human-computer interaction impact increase influence strategies interactive technology intrinsic motivators Iwin.com learning leverage microsuasion mobile devices mobile phones monitor nology operant conditioning outcomes participants pedometer perceived perform person persuasive technology persuasive technology products play Pop-up ads potential Principle puter reputed credibility responsibility rewards role self-efficacy simulation site’s social actor social comparison social facilitation Social Psychology stakeholder Stanford suggests surface credibility tailored Tamagotchi target behavior tech teens tion tool trustworthiness types unethical updates video games Web credibility