Abstract

Objectives: This paper reviews empirical research on persuasive technology with the following aims to (i) to examine the result of the 25 persuasive technology studies related to awareness as the intended outcome, (ii) to explore the strategy used in creating awareness to users and (iii) to identify the persuasive strategies used and (iv) investigates the domain of studies selected. Methods/Statistical analysis: This study employs two activities which are literature review and systematic review. Accordingly, 25 related models were compared and systematically analyzed. Findings: Result from the reviews indicates that persuasive technology has the ability to increase user awareness toward certain context or issues. Most of the studies show that the computer role as a media and social actor gives more impact to increase awareness compared to the computer role as a tool. In terms of persuasive strategy used, it shows that suggestion, cause and effect, and attractiveness are the most used strategies implemented in the applications. Application/Improvements: This study suggests that understanding the appropriate persuasive strategy is important in helping researchers developing an effective applications towards the intended outcome.

Highlights

  • The advancement of persuasive effects usage embedded in computer system with the intention to change attitude and behavior has established a wide range of applications in health care, marketing, education, entertainment, safety and ecosystem environment 1..This includes the potential of interactive applications such as multimedia, web apps, mobile devices, games and wearable computing in assisting the delivery of persuasive messages

  • Persuasive Strategy Examining the strategy in developing successful persuasive system is crucial for designer and developer to make sure the target users will be persuaded

  • Off all the persuasive strategy reviewed in 25 articles, it shows that “suggestion” (92%) is the main strategy used in computer as a roles, this followed by conditioning strategy (72%), self-monitoring (44%) whereas for the reduction and surveillance strategy only a few articles employed it in the applications

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Summary

Introduction

The advancement of persuasive effects usage embedded in computer system with the intention to change attitude and behavior has established a wide range of applications in health care, marketing, education, entertainment, safety and ecosystem environment 1..This includes the potential of interactive applications such as multimedia, web apps, mobile devices, games and wearable computing in assisting the delivery of persuasive messages. The use of appropriate interactive technology can enhance learner’s cognitive and social abilities. This technology attracts the learner’s attention in term of meaningful learning, self-explored and retention in content understanding 3, 4, helps learners to integrate information more efficiently. Persuasive messages would be enhanced by using appropriate interactive technology. It provides great solutions for various fields such as social aspect and promotes positive behavior learning environments

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