Persuasive technology: using computers to change what we think and do
By James Kalbach. UBIQ, 2002
4,827 citations recorded by the source corpus.
Subfields: Experimental and Cognitive Psychology, Marketing, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/09f1a254c78ba0fefb01a75be971340d29d2c036
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Experimental and Cognitive Psychology
- Regan L. Mandryk
- Brandon Van Der Heide
- Joseph B. Walther
- Vikram R. Bhargava
- Fiona Westin
- Harri Oinas-Kukkonen
- Eran Ben-Elia
- Robert Epstein
In Marketing
- Izak Benbasat
- Jonna Koivisto
- Iis P. Tussyadiah
- Harri Oinas-Kukkonen
- Dan Wang
- Vikram R. Bhargava
- Fiona Westin
- Eran Ben-Elia
In Sociology and Political Science
- Juho Hamari
- Jonna Koivisto
- Miriam J. Metzger
- Andrew J. Flanagin
- Izak Benbasat
- Brandon Van Der Heide
- Tuomas Pakkanen
- Yvonne Rogers
Citations in the corpus
- The design of eco-feedback technology (2010, background): “Although eco-feedback may be seen as an extension of research in persuasive technology [17], it actually extends back much further to over 40 years of research in environmental psychology.”
- Response to Travel Information: A Behavioural Review (2015, background): “Fogg (2002) suggested that Persuasive Technologies14 could endorse cooperation through reciprocity (favour exchanges) between computers and humans.”
- Exploring goal-setting, rewards, self-monitoring, and sharing to motivate physical activity (2012, background): “Another possibility, based on the principle of kairos [8], would be to combine reminders with context awareness to deliver the reminders when the user is likely to be in a position to perform an activity.”
- Research Note: The Influence of Recommendations and Consumer Reviews on Evaluations of Websites (2006, background): “This further strengthens customers’ perceptions that the website is responsive to their needs and is engaged in a personalized one-on-one dialogue, resulting in higher social presence of the website (Fogg 2003).”
- Designing persuasive robots: How robots might persuade people using vocal and nonverbal cues (2012, background): “Research in human-computer interaction (HCI) has explored how principles of persuasion might be used to design computer interfaces that engender constructive changes in domains such as health, safety, education, and public policy [14, 15, 38].”
- Persuasive technology for health and wellness: State-of-the-art and emerging trends (2018, background): “Although several research efforts have been directed toward developing taxonomies for naming and classifying persuasive and motivational strategies, 91,92 there still exist many inconsistencies in both naming and operationalizing strategies in persuasive systems.”
- A Holistic Framework to Improve the Uptake and Impact of eHealth Technologies (2011, neutral): “Via persuasive techniques, eHealth technologies can be designed to match user profiles, and to motivate or inspire patients to engage in self-management [71-75] (design; Figure 1).”
- Measurement Instruments for the Anthropomorphism, Animacy, Likeability, Perceived Intelligence, and Perceived Safety of Robots (2009, background): “This involvement can then be used to influence users [23].”
- The Design with Intent Method: a design tool for influencing user behaviour. (2010, methodology): “The Persuasive Lens represents the emerging field of persuasive technology (Fogg 2003), where computers, mobile phones and other systems with interfaces are used to persuade users: changing attitudes and so changing behaviour through contextual information, advice and guidance.”
- Just a Fad? Gamification in Health and Fitness Apps (2014, background): “First, the concept of using incentives to increase adoption and retention of behaviors finds its origins in operant conditioning/ reinforcement, or repetitive pairing of completion of the behavior with an external reward [35,38].”
- Persuasive technology in the real world: a study of long-term use of activity sensing devices for fitness (2014, background): “The general value that people attributed to these devices confirmed the most fundamental findings of several previous deployments, such as those of Fish ‘n’ Steps [12], UbiFit [7], and Chick Clique [23], as well as research by Fogg [10], about how providing data about people’s physical activity rais”
- Using Health Chatbots for Behavior Change: A Mapping Study (2019, background): “Patients might feel less shame and open when interacting with computers, and show positive sentiment towards the software agents, feeling more private and anonymous in comparison with speaking to real humans [23].”
- Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems (2017, positive): “From research findings on persuasive systems and recommendation agents, another way to implement personalization could be in terms of system feedback and messages (Fogg 2003; Komiak and Benbasat 2006).”
- Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game (2006, background): “Often, these techniques incorporate the emotional aspects, or persuasive computing techniques [23] .”
- Emotional design (2004, background): “(Fogg, 2002) 138 "It starts out with slight annoyance" (Hughes-Morgan, 2002) 139—140 "Now we get into the complex emotions" The basic analysis presented here comes from the work of the psychologists Andrew Ortony, Gerald Clore, and Allan Collins (Ortony, Clore, & Collins, 1988), although I have modi”