11. Persuasive Systems
Design Model
The intent (of the persuader)
The event (that triggers the persuasion)
The strategy (by which the subject is persuaded)
13. The Event
Use context: Home, work, public
User context: Low/ High Motivation Level; Low/ High
Skill Level
Technology context: Digital agent (Website, emails)
15. Persuasive Systems
Design Model
The intent (of the persuader)
The event (that triggers the persuasion)
The strategy (by which the subject is persuaded)
18. Computer as Media: Simulation
Cause and effect simulations
Environment simulations
Virtual rehearsal and virtual rewards
Object simulations
in real-world contexts
19. Computers as Social Actors
Principle of Attractiveness
Principle of Similarity
Principle of Praise
Principle of Reciprocity
Principle of Authority
26. “The PowerHouse: A Persuasive Computer Game Designed to
Raise Awareness of Domestic Energy Consumption”
Magnus Bang, Carin Torstensson, and Cecilia Katzeff
研究案例
30. To Persuade & Influence
Humor & Praise
People that are in a good mood are more easily
persuaded
Suggestions & Hints
Intervening at the right time
Fogg, 2003
31. Simulated Environments
Direct execution to specific tasks
Get instant feedback
Safely explore cause-and effect relations & Try out
different behaviors
Rehearse target behaviors (learning loop)
Operant conditioning
32. Operant Conditioning in Games
Positive sound & Visual reinforcements
Intervene at the right time
Accumulated points, level progressions
High-score lists and game comparisons
To Encourage & Direct