Computers as Persuasive Social Actors

Computers as Persuasive Social Actors

| Unknown Author
Computers can act as persuasive social actors, influencing human behavior through social cues. This chapter explores how computing products can persuade users by mimicking social interactions. Examples include Tamagotchi, which made users feel connected to virtual pets, and Nintendo's Pocket Pikachu, which encouraged physical activity. Social cues such as physical appearance, language, and behavior can influence users' perceptions of computers. Research shows that attractive interfaces are more persuasive, and that users respond to computers as if they have emotions and personalities. The Stanford studies demonstrated that users prefer computers that match their personality or affiliation. The principle of similarity suggests that computers are more persuasive when they are similar to users. The principle of reciprocity shows that users are more likely to respond to computers that have helped them. The principle of authority suggests that computers that assume roles of authority are more persuasive. The principle of praise shows that praise from computers can influence users' attitudes and behaviors. The principle of social dynamics shows that computers can use social rituals to persuade users. The principle of language shows that computers can use language to convey social presence and persuade users. The chapter concludes that computers can be persuasive social actors by using social cues and principles such as similarity, reciprocity, authority, praise, and social dynamics.Computers can act as persuasive social actors, influencing human behavior through social cues. This chapter explores how computing products can persuade users by mimicking social interactions. Examples include Tamagotchi, which made users feel connected to virtual pets, and Nintendo's Pocket Pikachu, which encouraged physical activity. Social cues such as physical appearance, language, and behavior can influence users' perceptions of computers. Research shows that attractive interfaces are more persuasive, and that users respond to computers as if they have emotions and personalities. The Stanford studies demonstrated that users prefer computers that match their personality or affiliation. The principle of similarity suggests that computers are more persuasive when they are similar to users. The principle of reciprocity shows that users are more likely to respond to computers that have helped them. The principle of authority suggests that computers that assume roles of authority are more persuasive. The principle of praise shows that praise from computers can influence users' attitudes and behaviors. The principle of social dynamics shows that computers can use social rituals to persuade users. The principle of language shows that computers can use language to convey social presence and persuade users. The chapter concludes that computers can be persuasive social actors by using social cues and principles such as similarity, reciprocity, authority, praise, and social dynamics.
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Understanding Persuasive technology%3A using computers to change what we think and do