Persuasive Technology: Using Computers to Change What We Think and DoMorgan Kaufmann, 2003 - 283 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 |
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... believe this . Keep up the good work ' rewing for you . This will help you . It's the best more can would be pd.hink about it . scompromise . It will be fun . I'm trust I'll pay you well . Sfor I'm watching you . What will it You're ...
... believe this . Keep up the good work ' rewing for you . This will help you . It's the best more can would be pd.hink about it . scompromise . It will be fun . I'm trust I'll pay you well . Sfor I'm watching you . What will it You're ...
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... believe he is on the right path . We are still inculcated with the old model framed by Niccolo Machiavelli that human beings are the effective agents of influence ; we ignore the alterna- tive model first outlined by George Orwell in ...
... believe he is on the right path . We are still inculcated with the old model framed by Niccolo Machiavelli that human beings are the effective agents of influence ; we ignore the alterna- tive model first outlined by George Orwell in ...
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... believe was the first undergraduate course ever in information design . In the two years that I taught this course , as my students and I explored how to make documents “ accessible , usable , and persuasive , " it became clear to me ...
... believe was the first undergraduate course ever in information design . In the two years that I taught this course , as my students and I explored how to make documents “ accessible , usable , and persuasive , " it became clear to me ...
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... believe it has relevance for a broad range of readers . That includes technology watchers as well as executives who want to understand how they might use persuasive technology to develop new products , win new customers and markets , or ...
... believe it has relevance for a broad range of readers . That includes technology watchers as well as executives who want to understand how they might use persuasive technology to develop new products , win new customers and markets , or ...
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Inhalt
Persuasion in the Digital Age | xxvii |
Persuasion on the Web | xxviii |
The Emergence of Captology | 3 |
Interactivity | 4 |
Advantages over Human Persuaders | 5 |
2 Computers Allow Anonymity | 6 |
4 Computers Can Use Many Modalities | 7 |
5 Computer Software Can Scale | 8 |
Operant Conditioning in Computer Games | 49 |
Shaping Complex Behaviors | 51 |
Notes and References | 52 |
Computers as Persuasive Media Simulation | 59 |
Offering Exploration and Insight | 61 |
A CauseandEffect Simulator | 62 |
Learning Social Skills | 64 |
Implications of Designer Bias | 65 |
How to Read This Book | 9 |
Notes and References | 10 |
Overview of Captology | 13 |
Macro and Micro | 15 |
Microsuasion on the Web | 17 |
Summary of Key Terms and Concepts | 18 |
Applying the Functional Triad to Captology | 25 |
Notes and References | 27 |
Computers as Persuasive Tools | 29 |
Seven Types of Persuasive Technology Tools | 30 |
Persuading through Simplifying | 31 |
Guided Persuasion | 32 |
Persuasion through Customization | 35 |
Ethical Concerns | 38 |
Intervening at the Right Time | 39 |
Timing Is Critical | 41 |
Taking the Tedium Out of Tracking | 42 |
Eliminating a Language Quirk | 43 |
Persuasion through Observation | 44 |
Surveillance Must Be Overt | 45 |
Rewarding through Surveillance | 46 |
Public Compliance without Private Acceptance | 47 |
Technology Applications of Operant Conditioning | 48 |
Creating Spaces for Persuasive Experiences | 67 |
Competing in a Virtual Environment | 68 |
Managing Asthma in a Simulated Environment | 70 |
Using Simulation to Overcome Phobias | 72 |
Helping Doctors to Empathize with Cancer Patients | 74 |
Providing Experiences in Everyday Contexts | 75 |
An Infant Simulator | 76 |
Drunk Driving Simulator | 77 |
Notes and References | 80 |
Computers as Persuasive Social Actors | 87 |
Credibility and Computers | 119 |
Credibility and the World Wide Web | 145 |
Increasing Persuasion through Mobility and Connectivity | 181 |
The Ethics of Persuasive Technology | 209 |
Captology Looking Forward | 239 |
Looking Forward Responsibly | 248 |
Notes and References | 249 |
Summary of Principles | 253 |
Figure Credits | 261 |
Index | 265 |
281 | |
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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
applications attitudes and behaviors attitudes or behaviors boost captology chapter computers as persuasive computing products computing systems computing technology create credibility perceptions cues designed digital pet 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 Notes and References operant conditioning outcomes participants perceived perform person persuasive technology persuasive technology products play potential presumed credibility Principle puter reputed credibility responsibility rewards Rockett's New School role self-efficacy simulation social actor social comparison social facilitation social learning theory Social Psychology stakeholder Stanford surface credibility tailored target behavior tion tool trustworthiness types unethical updates video games virtual environments Web credibility