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Persuasive technology

About: Persuasive technology is a research topic. Over the lifetime, 1321 publications have been published within this topic receiving 39692 citations.


Papers
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Book
30 Dec 2002
TL;DR: Mother Nature knows best--How engineered organizations of the future will resemble natural-born systems.
Abstract: Mother Nature knows best--How engineered organizations of the future will resemble natural-born systems.

3,754 citations

Book
01 Jan 2003
TL;DR: 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 as mentioned in this paper, and has revealed how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior.
Abstract: 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

2,307 citations

Proceedings ArticleDOI
B. J. Fogg1
26 Apr 2009
TL;DR: A new model for understanding human behavior is presented, which asserts that for a person to perform a target behavior, he or she must be sufficiently motivated, have the ability to perform the behavior, and be triggered to performed the behavior.
Abstract: This paper presents a new model for understanding human behavior. In this model (FBM), behavior is a product of three factors: motivation, ability, and triggers, each of which has subcomponents. The FBM asserts that for a person to perform a target behavior, he or she must (1) be sufficiently motivated, (2) have the ability to perform the behavior, and (3) be triggered to perform the behavior. These three factors must occur at the same moment, else the behavior will not happen. The FBM is useful in analysis and design of persuasive technologies. The FBM also helps teams work together efficiently because this model gives people a shared way of thinking about behavior change.

1,794 citations

Book
22 Feb 1982
TL;DR: In this paper, a report of a program of coordinated systematic research on variables determining the effects of persuasive communication is presented, with a focus on the effect of persuading messages on the effectiveness of persuasive messages.
Abstract: This is a report of a program of coordinated systematic research on variables determining the effects of persuasive communication.

1,678 citations

Journal ArticleDOI
TL;DR: The process of designing and evaluating persuasive systems is discussed and what kind of content and software functionality may be found in the final product is described, as well as seven underlying postulates behind persuasive systems and ways to analyze the persuasion context.
Abstract: A growing number of information technology systems and services are being developed to change users’ attitudes or behavior or both. Despite the fact that attitudinal theories from social psychology have been quite extensively applied to the study of user intentions and behavior, these theories have been developed for predicting user acceptance of the information technology rather than for providing systematic analysis and design methods for developing persuasive software solutions. This article is conceptual and theory-creating by its nature, suggesting a framework for Persuasive Systems Design (PSD). It discusses the process of designing and evaluating persuasive systems and describes what kind of content and software functionality may be found in the final product. It also highlights seven underlying postulates behind persuasive systems and ways to analyze the persuasion context (the intent, the event, and the strategy). The article further lists 28 design principles for persuasive system content and functionality, describing example software requirements and implementations. Some of the design principles are novel. Moreover, a new categorization of these principles is proposed, consisting of the primary task, dialogue, system credibility, and social support categories.

1,422 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
202321
202239
202147
202069
201968
201880