Persuasive Technology: Using Computers to Change What We Think and Do

  • Tailored information is more effective than generic information in changing attitudes and behaviors (1) – page 37 3
  • The mere perception that information has been tailored is likely to make a difference… when people believe messages are tailored, they pay more attention (2) – page 40 3
  • When people are in a good mood, they are more open to persuasion (3) – page 43 3
  • When people find their current view no longer makes sense, they are more open to adopting new opinions (4) – page 43 3
  • People are more likely to comply with are request when they can take action on it immediately or when they feel indebted because of a favor (5) – page 43 3
  • People are more likely to comply with are request because of a mistake they have made (6) – page 43 3
  • People are more likely to comply with are request because of a request they recently denied (7) – page 43 3
  • Virtual reality bikes change attitudes and behaviors toward exercise… people riding bikes with VR had higher heart rates and burned more calories… they didn’t even realize they were working harder (8) – page 72 4
  • People enjoy running more and run harder when running outside rather than on a treadmill (9) – page 72 4
  • Kids who played a video game about treating asthma were more interested in taking care of their asthma (10) – page 73 4
  • Technologies that simulate environments also ca help to increase empathy be enabling users to view the world from another person’s perspective (11) – page 76 4
  • Participants preferred working with a computer they perceived to be similar to themselves in personality style… dominant people preferred the “dominant’ computer… submissive people preferred the “submissive” computer (12) – page 95 5?
  • When computers were labeled as subjects’ “teammate”, they were perceived as more similar to them… the computer was labeled as smarter with better directions… subjects believed the computer was friendlier and gave better information… computers labeled as teammates were more influential in effecting subjects’ choices (13) – page 98 5
  • Praise from a computer generates similar effects as praise from people (14) – page 103 5?
  • When patients could compare their pain to others who were coping well with pain, the perception of their own pain decreased (15) – page 198 8
  • People tend to change attitudes and behaviors to match the expectations, attitudes, and behaviors o classmates, a team, a family, a work group, or other groups (16) – page 199 8?
  • Persuasive technology can motivate people to imitate a learning process, to stay on task, and then to review material as needed (17) – page 246 10

References

  1. The effect of computer tailored smoking cessation message in family practice settings, Physician recommendations for mammogram tailored messages make a difference, The impact of message tailoring on dietary behavior change for disease prevention im primary care settings, Do tailored behavior change messages enhance the effectiveness of health risk appraisal results from a randomized trial
  2. Personalization of mass media and the growth of pseudocommunity
  3. Mood and persuasion affective states influence the processing of persuasive communications
  4. When beliefs yield to evidence reducing biased evolution by affirming the self
  5. The norm of reciprocity: a preliminary statement
  6. Compliance after threat Self-affirmation or self-presentation
  7. An odds-ratio based analysis of research on the door in the face influence strategy
  8. Virtual motivation
  9. Self-monitored exercise at three different pe intensities in treadmill vs field running
  10. Three studies of an asthma education video game
  11. Computer-based simulation systems and role playing an effective combination for fostering conditional knowledge
  12. Can computer personalities be human personalities?
  13. Can computers be teammate? affiliation and social identity effects in human computer interactions
  14. Silicon sycophants the effects of computers that flatter
  15. Social modeling influences on sensory decision theory and psychophysiological indexes of pain
  16. The effects of salient group memberships on persuasion
  17. The power of multimedia games