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Journal articles on the topic 'Design persuasif'

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1

Rahmatullah, Tansah. "TEKNOLOGI PERSUASIF : AKTOR PENTING MEDIA SOSIAL DALAM MENGUBAH SIKAP DAN PERILAKU PENGGUNA." Jurnal Soshum Insentif 4, no. 1 (2021): 60–78. http://dx.doi.org/10.36787/jsi.v4i1.509.

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Abstract - Social media influences and changes the attitudes and behavior of its users using a technique known as Persuasive Technology, a concept that is both invisible and manipulative, which has a big impact in all aspects. This research is library research using a literature study approach. With persuasive technology, web applications, social media such as Facebook, Twitter, Instagram, Youtube, Tiktok, and other applications tend to become addicting and get more addicting. Persuasive technology motivates us to use a product and makes it very simple to do and trains us to keep on going with
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Sakhinah, Siti, and Armawati Arbi. "Persuasive Strategic Communication: Tabligh in Komunitas Anak Muda Berhijrah or Hijrah Youth Community." Dakwah: Jurnal Kajian Dakwah dan Kemasyarakatan 23, no. 1 (2019): 22–39. http://dx.doi.org/10.15408/dakwah.v23i1.13925.

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AbstractThe phenomenon of hijrah is becoming a trend among youth today. This study is aims to find out the persuasive communication strategies of Terang Jakarta, an Islamic youth community, to persuade youth to do hijrah through new media (social media), non-media, and their relevance to Islamic persuasive communication. This study uses qualitative research method with a descriptive approach. The results of this study are that three persuasive communication strategies can be applied both in new media and non-media. New media serves as the first gate of Tabligh, where the uses of graphics desig
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Ekasiswanto, Rudi, and Ridha Mashudi Wibowo. "Pemakaian Bahasa Persuasif Media Luar Ruang Selama Masa Pandemik Covid-19 di Dusun Nyangkringan, Kelurahan Bantul, Kecamatan Bantul, DIY." Bakti Budaya 3, no. 2 (2020): 183. http://dx.doi.org/10.22146/bb.60726.

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The use of appropriate language by speakers has been proven to be able to convey messages clearly to the speech partners that they want, and it can even further change the behavior of the speech partners. This can be exemplified by the use of persuasive language in outdoor media. In order to get considerable attention, outdoor media installation is usually installed in a strategic location. The billboards that are installed, for example, are designed to be large and permanently installed within a certain period of time. The information displayed in billboards is arranged with the right diction
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Giner, Esteban. "Analyser et qualifier la persuasivité des discours contenus dans un jeu vidéo." Emulations - Revue de sciences sociales, no. 30 (September 3, 2019): 93–110. http://dx.doi.org/10.14428/emulations.030.07.

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Afin de dépasser les concepts d’expressive games et de persuasive games, nous proposons un cadre sémio-pragmatique en mobilisant des outils des sciences de l’éducation et ce afin de qualifier la persuasivité, le caractère persuasif, d’un game design. Nous concluons à la nécessité d’envisager la persuasivité d’un jeu vidéo sous la forme d’un continuum. Les discours sont alors le produit de controverses entre la machine et l’opérateur·rice et ce au travers de situations de communication plus ou moins persuasives, plus ou moins expressives. Afin de développer notre réflexion, nous mobilisons le j
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Yasa, Miyarta, and Muhammad Fathul Azis. "Perancangan Media Kampanye Komunikasi Persuasif Dampak Pernikahan Dini Di Lombok Barat." Jurnal SASAK : Desain Visual dan Komunikasi 1, no. 2 (2019): 83–91. http://dx.doi.org/10.30812/sasak.v1i2.550.

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Marriage is identical with happiness, every couple who goes through marriage hopes that their marriage will go well. To achieve this requires readiness, both in terms of thinking and financial maturity. A good age according to experts, a person to get married is 25 years for men and 21 years for women. But unfortunately many in the marriage community occur at a very young age, which we often call early marriage. . Based on the National Population and Family Planning Agency (BKKBN) the number of child marriages (18 years and under) in Indonesia is increasing. Early marriages occur usually not b
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Jiwantoro, Yudha Anggit, Afifa Ika Kridawati, and Danies Tunjung Pratiwi. "Pengaruh Self Hypnosis Terhadap Respon Cemas Mahasiswa Pada Ujian Tahap Akhir Program Di STIKes Buana Husada Ponorogo." Jurnal Keperawatan Terpadu (Integrated Nursing Journal) 2, no. 1 (2020): 1. http://dx.doi.org/10.32807/jkt.v2i1.43.

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Pembelajaran praktik klinik keperawatan merupakan masa transisi dari situasi belajar dikelas ke situasi pelayanan yang nyata, hal ini sangat memungkinkan mahasiswa mengalami kecemasan yang tinggi. Kurangnya pengalaman klinik, dosen yang disiplin, takut membuat kesalahan merupakan situasi yang dapat memproduksi adanya kecemasan mahasiswa. Self hypnosis adalah suatu metode komunikasi persuasif yang digunakan untuk melakukan perubahan kognitif, sikap dan perilaku dengan memasuki wilayah sub consious dalam pikiran manusia. Tujuan penelitian ini menganalisa pengaruh pemberian terapi self hypnosis t
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Torning, Kristian. "A Review of Four Persuasive Design Models." International Journal of Conceptual Structures and Smart Applications 1, no. 2 (2013): 17–27. http://dx.doi.org/10.4018/ijcssa.2013070103.

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This paper reviews the emerging persuasive design models by systematically analysing their robustness by employing common design criterions from the tradition of design science i.e., Information Systems (IS), User Centred Design (UCD) and Technology Enhanced Learning (TEL). Light is thus shed on the relation between the persuasive design models that claim to offer advice in regards to persuasion and robust design guidelines from more mature fields of research. The results of this comparison can be used when selecting models for designs, in addition to concurrently serving as an offset for crea
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Mulyani, Riska, and Syahrul R.,. "PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE THINK TALK WRITE (TTW) BERBANTUAN MEDIA AUDIOVISUAL TERHADAP KETERAMPILAN MENULIS TEKS PERSUASI SISWA KELAS VIII SMP NEGERI 8 PADANG." Pendidikan Bahasa Indonesia 8, no. 3 (2020): 374. http://dx.doi.org/10.24036/108222-019883.

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ABSTRACTThe purpose of this study was categorized into three. First, to describe the text writing skills of the experimental class persuasion students. Second, to describe the text writing skills of the control class students' persuasion. Third, to describe the influence of the cooperative learning which was Think Talk Write (TTW) model assisted by audiovisual media in writing skill related to the persuasive text of class VIII students of SMP Negeri 8 Padang. The type of study was quantitative with quasi-experimental research. The design of this study was static by two groups. The population i
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Mupti, Vanya Anjani, Yohana Dewi Lulu Widyasari, and Indah Lestari. "Pengembangan dan Penerapan Sistem Persuasif pada E-learning : Aspek Perceived System Credibility dan Social Influence." Jurnal Teknologi Informasi dan Ilmu Komputer 7, no. 3 (2020): 539. http://dx.doi.org/10.25126/jtiik.2020731014.

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<p class="Abstrak"><em>E-learning</em> merupakan media pembelajaran untuk membantu proses belajar. Pemanfaatan <em>e-learning</em> masih belum maksimal dalam penggunaannya sebagai media pembelajaran. Hasil pra riset sebesar 61,7% menyukai penggunaan media sosial sebagai media pembelajaran dibandingkan <em>e-learning</em>. Hal ini dikarenakan diterapkannya teknologi <em>web 2.0</em> yang berfokus kepada proses pertukaran informasi dan adanya interaksi pengguna di dalam sistem. Untuk membuat <em>e-learning</em> yang berfungsi sepe
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van Reijmersdal, Eva A., Esther Rozendaal, and Moniek Buijzen. "Boys’ responses to the integration of advertising and entertaining content." Young Consumers 16, no. 3 (2015): 251–63. http://dx.doi.org/10.1108/yc-10-2014-00487.

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Purpose – The purposes of this paper are to investigate the effects of integrated advertising formats on the persuasion of children, children’s awareness of the persuasive intent of these formats and how this awareness mediates the level of persuasion. Design/methodology/approach – An one-factor between-subjects experiment was conducted among 117 boys from 8 to 12 years old. Findings – This study showed that boys were more aware of the persuasive intent of a non-integrated catalog than of a brand-integrated magazine. In addition, higher awareness of the persuasive intent of the catalog enhance
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Fernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.

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Summary Background: There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective: The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods: Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has b
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Wiafe, Isaac. "U-FADE." International Journal of Conceptual Structures and Smart Applications 1, no. 2 (2013): 6–16. http://dx.doi.org/10.4018/ijcssa.2013070102.

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Although persuasive technology continues to impact behavioural and attitudinal interventions, research has demonstrated that existing design approaches are faced with limitations that impede their effective use. Mostly, they become obsolete, as user needs change during the use of the persuasive application. This research therefore proposes the Unified Framework for Analysing, Designing and Evaluating persuasive systems (U-FADE). The proposed framework integrates concepts from various existing models to provide a systematic approach that facilitates persuasive design. It addresses the issue of
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McAlister, Anna R., and Danielle Bargh. "Dissuasion: the Elaboration Likelihood Model and young children." Young Consumers 17, no. 3 (2016): 210–25. http://dx.doi.org/10.1108/yc-02-2016-00580.

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Purpose The Elaboration Likelihood Model (ELM) proposes two routes to persuasion – the central route (persuasion occurs via information) and the peripheral route (persuasion occurs via visual cues, attractive actors and other source characteristics). The central route is typically used for high-involvement decisions and the peripheral route is used in low involvement situations. The ELM has received extensive support when tested with adults; however, its ability to explain young children’s responses to persuasive communications has not been fully tested. Hence, the purpose of this research is
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Bawazir, Mohammed Abdullah. "Persuasive Technology in The Islamic Perspective: The Principles and Strategies." International Journal on Perceptive and Cognitive Computing 5, no. 2 (2019): 107–15. http://dx.doi.org/10.31436/ijpcc.v5i2.88.

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The employment of persuasive technology in education, computing, sales, health, and environment is dramatically increasing. Persuasive technology is powerful in changing the attitudes and behaviours of end users. This paper begins by presenting the ethics of persuasive technology which are relevant to Islamic values and beliefs, and how the concept of persuasion had been applied in Islam practices to influence people. It explores how persuasive technology and its design factors presented in FBM are related to the Islamic practices proven in the Quran and Hadith. Additionally, this paper discus
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Abdessettar, Saad. "Modeling and Simulating Persuasion Strategies: Domain Specific Language for Persuasive Systems’ Design Productivity." Journal of Modern Education Review 6, no. 7 (2016): 470–77. http://dx.doi.org/10.15341/jmer(2155-7993)/07.06.2016/005.

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Boukamcha, Fayçal. "The impact of attitudinal ambivalence on information processing and resistance to anti-smoking persuasion." Journal of Indian Business Research 9, no. 1 (2017): 2–19. http://dx.doi.org/10.1108/jibr-02-2016-0010.

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Purpose This paper aims to clarify the effect of attitudinal ambivalence on resistance to anti-smoking persuasion through information processing styles. It was hypothesized that a high smoker’s ambivalence, induced by an anti-smoking persuasive message, triggers among smokers both a reflective and a non-reflective information processing. In turn, both the information processing styles were supposed to be predictors of the resistance to anti-smoking persuasion. Design/methodology/approach An experiment and a survey were conducted on a random sample of 347 smokers in this regard. Findings The fi
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Danarti, Nevy Kususma, Angga Sugiarto, and Sunarko Sunarko. "PENGARUH EXPRESSIVE WRITING THERAPY TERHADAP PENURUNAN DEPRESI, CEMAS, DAN STRES PADA REMAJA DI PANTI REHABILITASI SOSIAL PSMP ANTASENA MAGELANG." Jurnal Ilmu Keperawatan Jiwa 1, no. 1 (2018): 48. http://dx.doi.org/10.32584/jikj.v1i1.27.

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ABSTRAKMerokok, melawan orang tua, membolos sekolah, keluyuran, berkelahi, tawuran, mencuri, memalak, berjudi, memperkosa, merampok bahkan sampai membunuh merupakan bentuk dari kenakalan remaja. Upaya yang dilakukan oleh pemerintah dalam menghadapi kenakalan anak dapat dilakukan melalui kegiatan prefentif dan persuasif. Penelitian bertujuan untuk mengetahui pengaruh expressive writing therapy terhadap penurunan depresi, cemas, dan stres pada remaja di panti rehabilitasi sosial PSMP Antasena Magelang. Desain penelitian menggunakan true experimentpre-test post-test withcontrol group design denga
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Oyibo and Vassileva. "Investigation of the Moderating Effect of Culture on Users’ Susceptibility to Persuasive Features in Fitness Applications." Information 10, no. 11 (2019): 344. http://dx.doi.org/10.3390/info10110344.

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Persuasive technologies have been identified as a potential motivational tool to tackle the rising problem of physical inactivity worldwide, with research showing they are more likely to be successful if tailored to the target audience. However, in the physical activity domain, there is limited research on how culture moderates users’ susceptibility to the various persuasive features employed in mobile health applications aimed to motivate behavior change. To bridge this gap, we conducted an empirical study among 256 participants from collectivist (n = 67) and individualist (n = 189) cultures
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Oyibo, Kiemute. "Investigating the Key Persuasive Features for Fitness App Design and Extending the Persuasive System Design Model: A Qualitative Approach." Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 10, no. 1 (2021): 47–53. http://dx.doi.org/10.1177/2327857921101022.

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Physical inactivity has been recognized as one of the leading risk factors that account for many non-communicable diseases, with the World Health Organization labeling it as the fourth leading risk factor for global mortality. This has led researchers and developers to create fitness apps to support and motivate people to engage in physical activity more regularly. However, there is limited research on how collectivist and individualist users from different social and cultural backgrounds differ in terms of the persuasive features they care about in fitness apps. Having knowledge of the cultur
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Winkel, Frans Willem, and Aldert Vrij. "Rape Reporting to the Police: Exploring the Social Psychological Impact of a Persuasive Campaign on Cognitions, Attitudes, Normative Expectations and Reporting Intentions." International Review of Victimology 2, no. 4 (1993): 277–94. http://dx.doi.org/10.1177/026975809300200401.

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Sexual victimizations are generally under-reported to the police. Persuasive communication campaigns are suggested as a feasible instrument to stimulate victim-reporting. Determinants of reporting decisions are reviewed. This review results in a working model to design and evaluate such persuasion campaigns. In the experiment the social psychological impact of a specially designed persuasive programme is explored. Results suggest that this programme is successful in changing the perceived likelihood of positive outcomes associated with reporting, and in strengthening the perceived normative ex
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Yogasara, Thedy, and Vania Edra Christabel Naomi. "Designing Persuasive Application to Promote Public Transportation Use." Jurnal Optimasi Sistem Industri 20, no. 1 (2021): 22. http://dx.doi.org/10.25077/josi.v20.n1.p22-32.2021.

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The poor air quality of Jakarta, caused among others by fossil fuel combustion for transportation, harmfully affects the health of its people. Carbon emissions resulting from transportation activities can be reduced by getting people to use public transportation more frequently. This research aims at designing a persuasive application to encourage people to use public transportation more often. The steps of interaction design were employed. Firstly, user needs were identified using interviews, resulting in 48 interpreted needs which were then grouped into nine primary needs. Secondly, a design
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Borchers, Nils S., and Jens Woelke. "Epistemological and methodical challenges in the research on embedded advertising formats: A constructivist interjection." Communications 45, no. 3 (2020): 325–49. http://dx.doi.org/10.1515/commun-2019-0119.

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AbstractAdvertisers’ increasing use of embedded advertising formats makes it more difficult for consumers to identify persuasive intents in advertiser messages. However, only if consumers identify these intents and categorize messages as advertising, can they activate advertising-specific reception strategies which might result in lessened persuasion effects. The fact that consumers regularly miss persuasive intents in non-traditional advertising environments, we suggest in this article, carries epistemological and methodical implications. To better appreciate these implications, we argue for
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Goikoetxea Gonzalez, Javier, Diego Casado-Mansilla, and Diego López-de-Ipiña. "Analysis of Driver’s Reaction Behavior Using a Persuasion-Based IT Artefact." Sustainability 12, no. 17 (2020): 6857. http://dx.doi.org/10.3390/su12176857.

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The use of interactive technology to change behavior, which is commonly known as persuasive technology, is currently gaining attention in information systems research. It has been assessed in many application domains and the field of private mobility is not an exception, notably with the advent of self-driven cars. However, the reviewed body of research shows that when it comes to linking persuasion-based systems and mobility, most of the approaches focus on engaging drivers to use the car in a safer way, leaving the cost-efficiency aspect of driving less explored. Therefore, this article focu
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Kim, Yeung-Jo. "The effect of competition mind-set on persuasion: mediation role of processing style." Asia Pacific Journal of Marketing and Logistics 32, no. 3 (2019): 633–43. http://dx.doi.org/10.1108/apjml-03-2019-0193.

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Purpose The purpose of this paper is to examine the effect of a competition mind-set on persuasion. Specifically, this research examined the effect of a fit between a competition mind-set and messages on the persuasive effectiveness. Design/methodology/approach Participants were randomly assigned to a condition of 2 (competition: competition mind-set vs control) × 2 (message: concrete feasibility vs abstract desirability) between-subjects design. Findings This research demonstrated that participants in the competition mind-set (vs control) condition expressed the messages as more persuasive an
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Maier, Maximilian, and Rikard Harr. "Dark Design Patterns: An End-User Perspective." Human Technology 16, no. 2 (2020): 170–99. http://dx.doi.org/10.17011/ht/urn.202008245641.

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The number of websites and mobile applications available is growing continually, as are the persuasive approaches to influence human behavior and decision making. Although designing for persuasion offers several potential benefits, recent developments expose various deceptive designs, that is, dark patterns, that utilize psychological factors to nudge people toward, from someone else’s perspective, desired directions. This paper contributes to an increased awareness of the phenomenon of dark patterns through our exploring how users perceive and experience these patterns. Hence, we chose a qual
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Celli, Andrea, Stefano Coniglio, and Nicola Gatti. "Private Bayesian Persuasion with Sequential Games." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 02 (2020): 1886–93. http://dx.doi.org/10.1609/aaai.v34i02.5557.

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We study an information-structure design problem (a.k.a. a persuasion problem) with a single sender and multiple receivers with actions of a priori unknown types, independently drawn from action-specific marginal probability distributions. As in the standard Bayesian persuasion model, the sender has access to additional information regarding the action types, which she can exploit when committing to a (noisy) signaling scheme through which she sends a private signal to each receiver. The novelty of our model is in considering the much more expressive case in which the receivers interact in a s
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Kim, Bumsoo, Matthew Barnidge, and Yonghwan Kim. "The communicative processes of attempted political persuasion in social media environments." Information Technology & People 33, no. 2 (2019): 813–28. http://dx.doi.org/10.1108/itp-03-2018-0157.

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Purpose The purpose of this paper is to investigate the process by which social media news use leads individuals to engage in attempted political persuasion, examining the mediating roles of cognitive elaboration, political knowledge, political efficacy and political interest. Design/methodology/approach The study relies on a nationally representative two-wave online survey collected before the 2016 US Presidential Election. Serial mediation is tested using the PROCESS macro. Findings The study finds significant indirect effects of social media news use on political persuasion via cognitive el
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Albouy, Jeanne, and Jean-Marc Décaudin. "Age differences in responsiveness to shocking prosocial campaigns." Journal of Consumer Marketing 35, no. 3 (2018): 328–39. http://dx.doi.org/10.1108/jcm-02-2016-1713.

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Purpose This paper aims to study age differences in responsiveness to shocking prosocial campaigns. It specifically investigates the differences between seniors and young adults regarding the persuasive effect of emotional charity campaigns, the intensity of negative emotions and empathy elicited, the affect-based persuasive process leading to the ad effectiveness and the role of perceived self-efficacy. Design/methodology/approach Two studies are conducted on seniors (n1 = 173; n2 = 118) and young adults (n1 = 170; n2 = 123) exposed to appeals for “Action against Hunger” incorporating various
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Sethumadhavan, Arathi. "Principles of Persuasive Design." Ergonomics in Design: The Quarterly of Human Factors Applications 26, no. 3 (2018): 32. http://dx.doi.org/10.1177/1064804618776963.

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Nurprihardianti, Viga Eka Putri, and Titik Harsiati. "Pembelajaran Menulis Dengan Model Daring Kelas IX SMP Negeri 21 Malang." JoLLA: Journal of Language, Literature, and Arts 1, no. 5 (2021): 630–43. http://dx.doi.org/10.17977/um064v1i52021p630-643.

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Abstract: This study aims to describe learning to write with the online model of class IX SMP Negeri 21 Malang starting from the planning, implementation, assessment and learning constraints with the online model. This study used a qualitative research design with a qualitative descriptive type. The results of this study indicate that the planning of writing lessons in online learning for class IX SMPN 21 Malang, experimental report texts, persuasive speech texts, and short stories were designed by teachers with an emergency online lesson plan model in one sheet format. The implementation of w
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van Reijmersdal, Eva A. "Disclosing Brand Placements in Movies." Journal of Media Psychology 28, no. 2 (2016): 78–87. http://dx.doi.org/10.1027/1864-1105/a000158.

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Abstract. Recently, the European Union has decided that disclosures of brand placement are obligatory. However, the effects of such disclosures remain largely unstudied. Departing from theoretical notions of the persuasion knowledge model, this study examined how different types of disclosures and viewer involvement with a movie clip affected attitudes toward the placed brand. In addition, the role of attitude toward the placement as mediator was tested. The study employed a one-factorial (no disclosure, disclosure of source, disclosure of source and intent) between-subjects design using an on
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Vandepitte, Sonia. "Translating instructive texts." HERMES - Journal of Language and Communication in Business 21, no. 40 (2017): 69. http://dx.doi.org/10.7146/hjlcb.v21i40.96771.

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Starting with Werlich (1982), many researchers within text linguistics and document design see instructive texts as a category that is different from persuasive texts. Others do not include either in their main typologies (e.g. Bonnet et al. 2001). This paper will claim, however, that instructions are a particular subtype of persuasive texts: instructing people is also persuading them to do something in a particular way or in a particular situation or in a particular order. Consequently, all features characteristic of persuasion (e.g. Aristotle 4th c. BC, Bettinghaus 1968, Dacheux 1994, Whalen
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Swasty, Wirania, and Andreas Rio Adriyanto. "Does Color Matter on Web User Interface Design." CommIT (Communication and Information Technology) Journal 11, no. 1 (2017): 17. http://dx.doi.org/10.21512/commit.v11i1.2088.

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Emotional advertising on the Internet such as websites and social media can be highly beneficial for Small Medium Enterprises (SMEs). However, not all ofSMEs have a website that meets all of the principles of website design which are persuasive. Moreover, the color is rarely considered in making websites to raise the emotional bonding between the products and audiences of SMEs. Literature review, observation to four websites as case studies, and questionnaires distributed to respondents randomly were performed. This research aimedto evaluate the extent to which SMEs from Bandung exploited the
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Denil, Mark. "Cartographic Design: Rhetoric and Persuasion." Cartographic Perspectives, no. 45 (June 1, 2003): 8–67. http://dx.doi.org/10.14714/cp45.498.

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Denil, Mark. "Cartographic Design: Rhetoric and Persuasion." Cartographic Perspectives, no. 45 (June 1, 2003): 78–82. http://dx.doi.org/10.14714/cp45.502.

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Kamenica, Emir. "Bayesian Persuasion and Information Design." Annual Review of Economics 11, no. 1 (2019): 249–72. http://dx.doi.org/10.1146/annurev-economics-080218-025739.

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A school may improve its students’ job outcomes if it issues only coarse grades. Google can reduce congestion on roads by giving drivers noisy information about the state of traffic. A social planner might raise everyone's welfare by providing only partial information about solvency of banks. All of this can happen even when everyone is fully rational and understands the data-generating process. Each of these examples raises questions of what is the (socially or privately) optimal information that should be revealed. In this article, I review the literature that answers such questions.
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Ku, Hsuan-Hsuan, and Mei-Ju Chen. "Promotional phrases as analogical questions: inferential fluency and persuasion." European Journal of Marketing 54, no. 4 (2020): 713–39. http://dx.doi.org/10.1108/ejm-02-2018-0129.

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Purpose As an alternative to straight rhetorical questions, questions using analogies that invite the reader to think about the frame of reference to answer the target have been used in advertising to persuade. This paper aims to investigate consumer responses to the use of analogical questions in ads for incrementally new products and the important variables moderating those responses. Design/methodology/approach Four between-subjects experiments examined how product evaluations in response to analogical questions differ from non-analogical variants as a function of consumers’ persuasion awar
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Behringer, Reinhold, and Peter Øhrstrøm. "Persuasive Design in Teaching and Learning." International Journal of Conceptual Structures and Smart Applications 1, no. 2 (2013): 1–5. http://dx.doi.org/10.4018/ijcssa.2013070101.

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The EuroPLOT project (2010-2013) has developed Persuasive Learning and Technologies (PLOTs) and has evaluated them in four real-world case studies, which cover the widely different teaching scenarios of university education, adult learning in industry, informal learning at a museum, literature studies, and language learning. At the International Workshop of EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013), the results of the project were presented, and an overview of related research was given. One of the main conclusions of EuroPLOT has been that the specific
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Wright, Malcolm J. "Predicting what? The strengths and limitations of a test of persuasive advertising principles." European Journal of Marketing 50, no. 1/2 (2016): 312–16. http://dx.doi.org/10.1108/ejm-12-2015-0833.

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Purpose – The purpose of this paper is to discuss Armstrong et al.’s (2016) finding that ads that more closely follow evidence-based persuasion principles also achieve higher day-after-recall. Design/methodology/approach – The author evaluates the importance of Armstrong et al.’s result and considers the criticisms that their work only examines some aspects of persuasion and that their dependent variable is known to have a low correlation with sales. Findings – Armstrong et al.’s result provides a major advance in the knowledge of persuasive advertising. While they do not examine all aspects o
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Bichler, Katrin Elisabeth, and Sofie Beier. "Graphic Design for the Real World? Visual Communication’s Potential in Design Activism and Design for Social Change." Artifact 3, no. 4 (2016): 11. http://dx.doi.org/10.14434/artifact.v3i4.12974.

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This article examines graphic design’s role within design activism. It outlines design activism in general and its relation to commercial design culture in a consumerist economy. Thereafter it discusses persuasive tendencies in graphic design and questions if its current contribution to design activism is limited to its predominant narrow role of persuading for “the good cause.” To illustrate the hypothesis that such a persuasive approach lacks activist potential and thus social impact, cases that represent traditional graphic-design activism are compared to alternative approaches with an info
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Xin, Meiqi, Neil S. Coulson, Crystal Li Jiang, et al. "Web-Based Behavioral Intervention Utilizing Narrative Persuasion for HIV Prevention Among Chinese Men Who Have Sex With Men (HeHe Talks Project): Intervention Development." Journal of Medical Internet Research 23, no. 9 (2021): e22312. http://dx.doi.org/10.2196/22312.

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Background In the era of potent antiretroviral therapy, a high level of condomless anal intercourse continues to drive increases in HIV incidence in recent years among men who have sex with men. Effective behavior change strategies for promoting HIV-preventive behaviors are warranted. Narrative persuasion is a novel health communication approach that has demonstrated its persuasive advantages in overcoming resistance to counterattitudinal messages. The efficacy of narrative persuasion in promoting health behavior changes has been well documented, but critical research gaps exist for its applic
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Conzola, Vincent C., and Michael S. Wogalter. "Consumer Product Warnings: Effects of Injury Statistics on Recall and Subjective Evaluations." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 42, no. 6 (1998): 559–63. http://dx.doi.org/10.1177/154193129804200608.

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Research has shown that explicitly worded warnings are judged to be more effective than similar warnings lacking explicitness. One possible way of increasing warning explicitness is to include injury outcome statistics in the warning statement. The heuristic processing model of persuasion would postulate that the impact of persuasive messages, like warnings, is influenced by heuristic cues such as the number and length of arguments and the presence of statistics. This research investigated the effect of embedding injury outcome statistics in the safety instructions for electric power tools. Wa
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Gram-Hansen, Sandra Burri, and Thomas Ryberg. "Persuasion, Learning and Context Adaptation." International Journal of Conceptual Structures and Smart Applications 1, no. 2 (2013): 28–37. http://dx.doi.org/10.4018/ijcssa.2013070104.

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This paper further develops the notion of distinguishing between Persuasive Technology and Persuasive Design, and considering Persuasive Design a meta-perspective which may be applied to more established design traditions as an ethics and context-oriented perspective. The paper addresses a challenge often met when aiming to apply persuasive design principles to more established design fields, namely that the unique claim of persuasive design and the relevance of taking it into consideration is unclear. Furthermore, this paper aims to extend the argumentation and exemplify how this new understa
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Hall, Jon. "Persuasive Design in Cicero's "De Oratore"." Phoenix 48, no. 3 (1994): 210. http://dx.doi.org/10.2307/3693747.

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Morreale, Patricia, J. Jenny Li, Jeremy McAllister, Shruti Mishra, and Thejasri Dowluri. "Mobile Persuasive Design for HEMS Adaptation." Procedia Computer Science 52 (2015): 764–71. http://dx.doi.org/10.1016/j.procs.2015.05.125.

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Whalen, John. "Persuasive design: Putting it to use." Bulletin of the American Society for Information Science and Technology 37, no. 6 (2011): 16–21. http://dx.doi.org/10.1002/bult.2011.1720370607.

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Resnick, Marc L., Sheryda Pompa, Isaac Korn, and Omar Castillo. "Persuasive Design Through Intelligent Recommendation Systems." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 48, no. 13 (2004): 1503–7. http://dx.doi.org/10.1177/154193120404801307.

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Böckle, Martin, Jasminko Novak, and Markus Bick. "Exploring gamified persuasive system design for energy saving." Journal of Enterprise Information Management 33, no. 6 (2020): 1337–56. http://dx.doi.org/10.1108/jeim-02-2019-0032.

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PurposeThe purpose of this paper is to explore user-centered design possibilities at the intersection of gamification and persuasive technology to foster energy saving behavior.Design/methodology/approachWe performed a large-scale empirical study of 480 participants and analyzed how different HEXAD gamification user types perceive selected persuasive strategies embedded in an energy saving prototype. Furthermore, we investigated the role of existing energy saving behaviors (pro-environmental behavior scale–e.g. regularly turning the lights off) and their effect on the perceived persuasiveness
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Igartua, Juan-José, and Laura Rodríguez-Contreras. "Narrative Voice Matters! Improving Smoking Prevention with Testimonial Messages through Identification and Cognitive Processes." International Journal of Environmental Research and Public Health 17, no. 19 (2020): 7281. http://dx.doi.org/10.3390/ijerph17197281.

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Narrative messages are increasingly being used in the field of tobacco prevention. Our study is based on narrative persuasion and aims to analyze the psychological mechanisms that explain why the narrative voice is relevant to promote persuasive impact. An online experiment with a 2 (narrative voice) × 2 (message) factorial design was carried out. Participants (525 adult smokers) were randomly assigned to two experimental conditions (first-person versus third-person narrative message). To increase the external validity of the study, two different messages were used within each condition. After
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O'Keefe, Daniel. "Evidence-based advertising using persuasion principles." European Journal of Marketing 50, no. 1/2 (2016): 294–300. http://dx.doi.org/10.1108/ejm-11-2015-0801.

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Purpose – The purpose of this paper is to provide commentary on Armstrong, Du, Green and Graefe’s (this issue) article. Design/methodology/approach – The paper is based on reading and thinking about Armstrong et al.’s article. Findings – One appealing way that advertising practice can be evidence-based is by applying dependable generalizations about what makes for effective ads. Armstrong et al.’s article offers data concerning the application of Armstrong’s persuasive advertising: Evidence-Based Principles (2010) persuasion principles. The article does not provide convincing evidence for the
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