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Journal articles on the topic 'Technologies Persuasives'

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1

Pluchart, Sandra. "Quelques enjeux psychiques du pouvoir pastoral appliqué aux technologies persuasives." In Analysis 8, no. 3 (2024): 100475. http://dx.doi.org/10.1016/j.inan.2024.100475.

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Pluchart, Sandra. "Les effets subjectifs des technologies persuasives : entre illusion et fiction." Recherches en psychanalyse N° 35/36, no. 1/2 (2024): 85–100. http://dx.doi.org/10.3917/rep2.035.36.0085.

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Dans cet article, nous interrogerons les incidences subjectives des technologies persuasives couplées aux réseaux sociaux. Nous soutenons l’hypothèse que ces dernières favorisent l’illusion de la complétude de l’Autre par la présentation de leurres en analogie avec la dimension spectaculaire de la magie. Nous supposons que ces images comportent des effets subjectifs et, au premier rang, l’envie comme un effet de cette présentification de l’Autre en la promotion de soi. Cependant, le sujet peut se dégager de la contemplation des images dans les réseaux sociaux, notamment en s’appuyant sur des m
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McGregor, Catherine, and Jason Price. "Websites as civic tools for advocacy: An examination of two Canadian adult literacy sites." Canadian Journal for the Study of Adult Education 22, no. 2 (2010): 27–46. http://dx.doi.org/10.56105/cjsae.v22i2.970.

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This research study explores how web-based technologies might enhance the ways in which not-for-profit adult education organizations engage in advocacy practices in the field of literacy education. Using postmodern policy analysis as a framework, it examines the affordances and limitations of the web-based tools used by two national literacy organizations in Canada, considering how civic agency and advocacy are represented, mediated, and discursively constructed. Discussion of narrative framing, persuasive technologies, and policy tactics offers potential insights into conceiving of how knowle
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King, Phillip, and Jason Tester. "The landscape of persuasive technologies." Communications of the ACM 42, no. 5 (1999): 31–38. http://dx.doi.org/10.1145/301353.301398.

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Guerini, Marco, and Oliviero Stock. "Intelligent Persuasive Technologies: Prospects for Tourism." Information Technology & Tourism 12, no. 2 (2010): 107–23. http://dx.doi.org/10.3727/109830510x12887971002620.

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Linder, Christian. "Are Persuasive Technologies Really Able to Communicate?" International Journal of Technoethics 5, no. 1 (2014): 44–58. http://dx.doi.org/10.4018/ijt.2014010104.

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Since a while the ethics of persuasive technology (PT) have been discussed. One interesting approach is the assessment of PTs in the light of discourse ethics and the speech-act theory as proposed recently. While some see such an approach as promising, the author will illustrate that the application of discourse ethics is only appropriate for a few limited persuasive strategies. It is argued that most often PT does not provide the essentials of a discourse; reason or arguments to convince the counterpart. In line with discourse ethics the elements of speech-act theory refer to the precondition
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Simons, Joseph J. P. "Psychological Frameworks for Persuasive Information and Communications Technologies." IEEE Pervasive Computing 15, no. 3 (2016): 68–76. http://dx.doi.org/10.1109/mprv.2016.52.

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Lodoen, Shannon. "Analyzing Smartphones as Persuasive Technologies: A Rhetorical Perspective." IEEE Technology and Society Magazine 44, no. 1 (2025): 33–42. https://doi.org/10.1109/mts.2025.3538933.

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Idrees, Abdul Rahman, Robin Kraft, Agnes Mutter, Harald Baumeister, Manfred Reichert, and Rüdiger Pryss. "Persuasive technologies design for mental and behavioral health platforms: A scoping literature review." PLOS Digital Health 3, no. 5 (2024): e0000498. http://dx.doi.org/10.1371/journal.pdig.0000498.

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This review investigates persuasive design frameworks within eHealth, concentrating on methodologies, their prevalence in mental and behavioral health applications, and identifying current research gaps. An extensive search was conducted across 8 databases, focusing on English publications with full text available. The search prioritized primary research articles, post-2011 applications, and eHealth platforms emphasizing treatment or support. The inclusion process was iterative, involving multiple authors, and relied on detailed criteria to ensure the relevance and contemporaneity of selected
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Kodapanakkal, Rabia I., Mark J. Brandt, Christoph Kogler, and Ilja van Beest. "Moral Frames Are Persuasive and Moralize Attitudes; Nonmoral Frames Are Persuasive and De-Moralize Attitudes." Psychological Science 33, no. 3 (2022): 433–49. http://dx.doi.org/10.1177/09567976211040803.

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Moral framing and reframing strategies persuade people holding moralized attitudes (i.e., attitudes having a moral basis). However, these strategies may have unintended side effects: They have the potential to moralize people’s attitudes further and as a consequence lower their willingness to compromise on issues. Across three experimental studies with adult U.S. participants (Study 1: N = 2,151, Study 2: N = 1,590, Study 3: N = 1,015), we used persuasion messages (moral, nonmoral, and control) that opposed new big-data technologies (crime-surveillance technologies and hiring algorithms). We c
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Albrechtslund, Anders, and Louise Nørgaard Glud. "Empowering Residents: A Theoretical Framework for Negotiating Surveillance Technologies." Surveillance & Society 8, no. 2 (2010): 235–50. http://dx.doi.org/10.24908/ss.v8i2.3488.

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The aim of this article is to develop an understanding of negotiation as a proactive user behavior in response to persuasive, surveillance-enabling technologies. We work with a case where the ambition is to use maps to persuade residents in marginalized residential areas to take co-ownership of the future of their neighborhood. However, we argue that by negotiating persuasive technologies, residents can domesticate and “reconfigure” these, thus we need to broaden the dominant understanding of persuasion (Fogg 2003) to include the process of negotiation. Inspired by Actor-Network Theory, we arg
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Drosatos, George, Fotis Nalbadis, Emily Arden-Close, et al. "Enabling Responsible Online Gambling by Real-time Persuasive Technologies." Complex Systems Informatics and Modeling Quarterly, no. 17 (December 31, 2018): 44–68. http://dx.doi.org/10.7250/csimq.2018-17.03.

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Chatterjee, S., and A. Price. "Healthy Living with Persuasive Technologies: Framework, Issues, and Challenges." Journal of the American Medical Informatics Association 16, no. 2 (2009): 171–78. http://dx.doi.org/10.1197/jamia.m2859.

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Sakulin, Sergey. "Political technologies of persuasive communication (on the example of cinema and social networks)." Journal of Political Research 4, no. 2 (2020): 138–55. http://dx.doi.org/10.12737/2587-6295-2020-138-155.

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Informatization and digitalization of society lead to the emergence of new political technologies of persuasive communication. Impact technologies are regularly improved and do not stop working even when a person is resting. The author pays special attention to the study of cinema and social networks as the main tools of persuasive communication. The purpose of the study is to analyze modern political technologies of persuasive communication using the example of the film industry and social networks, and develop protective measures against manipulative and destructive influence. The main resea
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Orland, Brian. "Commentary: Persuasive New Worlds: Virtual Technologies and Community Decision-Making." Landscape and Urban Planning 142 (October 2015): 132–35. http://dx.doi.org/10.1016/j.landurbplan.2015.08.010.

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Kaptein, Maurits, Panos Markopoulos, Boris de Ruyter, and Emile Aarts. "Personalizing persuasive technologies: Explicit and implicit personalization using persuasion profiles." International Journal of Human-Computer Studies 77 (May 2015): 38–51. http://dx.doi.org/10.1016/j.ijhcs.2015.01.004.

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Alhammad, Muna M., and Stephen R. Gulliver. "Persuasive Technology and Users Acceptance of E-commerce." Journal of Electronic Commerce in Organizations 12, no. 2 (2014): 1–13. http://dx.doi.org/10.4018/jeco.2014040101.

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Persuasive technologies have been extensively applied in the context of e-commerce for the purpose of marketing, enhancing system credibility, and motivating users to adopt the systems. Recognising that persuasion impacts on consumer behaviour to purchase online have not been investigated previously. This study reviews theories of technology acceptance, and identifies their limitation in not considering the effect of persuasive technologies when determining user online technology acceptance. The study proposes a theoretical model that considers the effect of persuasive technologies on consumer
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Bertel, Lykke Brogaard, and Dorte Malig Rasmussen. "On Being a Peer." International Journal of Conceptual Structures and Smart Applications 1, no. 2 (2013): 58–68. http://dx.doi.org/10.4018/ijcssa.2013070107.

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This paper investigates and discusses the persuasive principles of social actors in relation to other theories of technologies as social agents, particularly within the field of Social Robotics and Persuasive Educational and Entertainment Robotics (PEERs). Based on related research and results from a case study on social robots as persuasive social actors in education an extension of the persuasive principles is proposed and related design guidelines for Persuasive Technology as social actors in teaching are presented.
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Bellow, Edgar, Thomas Majd, and Jean-Claude Lopez. "Technologie Persuasive et Gestion des Soins : un Examen Systématique." Management & Avenir Santé N° 7, no. 2 (2021): 57–75. http://dx.doi.org/10.3917/mavs.007.0057.

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Mazlan, Umi Hanim, and Siti Mahfuzah Sarif. "A Comparative Analysis of Design Principles for Integration in Wearable Persuasive Multimedia." Annals of Emerging Technologies in Computing 7, no. 4 (2023): 14–26. http://dx.doi.org/10.33166/aetic.2023.04.002.

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Many studies, to varying degrees, have confirmed the importance of persuasive approaches in wearable technology. Meanwhile, there are also a growing number of studies in persuasive multimedia, particularly in promoting awareness. Also, many studies reported on wearable multimedia, especially in game-based and VR/AR applications. Given the increasing emergence of these technologies, there is a need to integrate existing diverse research endeavours and consolidate them for improved planned effects on human attitude and behaviour, including one's awareness. However, a similar attempt to incorpora
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Orji, Rita, Kiemute Oyibo, Richard K. Lomotey, and Fidelia A. Orji. "Socially-driven persuasive health intervention design: Competition, social comparison, and cooperation." Health Informatics Journal 25, no. 4 (2018): 1451–84. http://dx.doi.org/10.1177/1460458218766570.

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Persuasive technologies are tools for motivating behaviour change using persuasive strategies. socially-driven persuasive technologies employ three common socially-oriented persuasive strategies in many health domains: competition, social comparison, and cooperation. Research has shown the possibilities for socially-driven persuasive interventions to backfire by demotivating behaviour, but we lack knowledge about how the interventions could motivate or demotivate behaviours. To close this gap, we studied 1898 participants, specifically Socially-oriented strategies and their comparative effecti
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Kamalruzzaman, Mohammad Syukran, Sharkawi Che Din, Nik Atilla Atasha Shamsuddin, and Xue Chen. "Persuasive Technologies in using Social Media to Influence Behaviour Change in Malaysia." Journal of ASIAN Behavioural Studies 8, no. 24 (2023): 39–52. http://dx.doi.org/10.21834/jabs.v8i24.422.

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The effective use of persuasive technology in social media can influence behaviour change. By 2020, 88.7% of Malaysians were active internet users, and various social media platforms to change users' behaviour had emerged via the internet. This paper examines how persuasive technology has been used in Malaysian health care and behaviour change over the past ten years. The goal is to discover how well technology has been used to change people's behaviour. The findings of this paper anticipate an in-depth study about underexplored topics, such as the most effective strategy to embed PT in Social
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Remountakis, Manolis, Konstantinos Kotis, Babis Kourtzis, and George E. Tsekouras. "Using ChatGPT and Persuasive Technology for Personalized Recommendation Messages in Hotel Upselling." Information 14, no. 9 (2023): 504. http://dx.doi.org/10.3390/info14090504.

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Recommender systems have become indispensable tools in the hotel hospitality industry, enabling personalized and tailored experiences for guests. Recent advancements in large language models (LLMs), such as ChatGPT, and persuasive technologies have opened new avenues for enhancing the effectiveness of those systems. This paper explores the potential of integrating ChatGPT and persuasive technologies for automating and improving hotel hospitality recommender systems. First, we delve into the capabilities of ChatGPT, which can understand and generate human-like text, enabling more accurate and c
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Williamson, Ben. "Decoding ClassDojo: psycho-policy, social-emotional learning and persuasive educational technologies." Learning, Media and Technology 42, no. 4 (2017): 440–53. http://dx.doi.org/10.1080/17439884.2017.1278020.

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Bhui, Kamaldeep, and Yasmin Ibrahim. "Marketing the “radical”: Symbolic communication and persuasive technologies in jihadist websites." Transcultural Psychiatry 50, no. 2 (2013): 216–34. http://dx.doi.org/10.1177/1363461513479329.

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Marcolin, Barb, Chad Saunders, and Benoit Aubert. "Persuasive Technologies and Social Interactions in Professional Environments: Embedded Qualitative Case Study." JMIR Formative Research 6, no. 2 (2022): e32613. http://dx.doi.org/10.2196/32613.

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Background Although previous studies have highlighted the impact of interactions on the web in the context of patient–health care professional (HCP) dyads, this paper extends that context to a triad that includes the role of employers and associated settings with social groups. Objective This study aims to evaluate how the interactions between individuals and the social use of the platform affect individuals’ use of persuasive technology and, in turn, their work environment actions and responses, by implementing a persuasive technology health and wellness platform in a work environment. Method
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Hartford, Anna, and Dan J. Stein. "Attentional Harms and Digital Inequalities." JMIR Mental Health 9, no. 2 (2022): e30838. http://dx.doi.org/10.2196/30838.

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Recent years have seen growing public concern about the effects of persuasive digital technologies on public mental health and well-being. As the draws on our attention reach such staggering scales and as our ability to focus our attention on our own considered ends erodes ever further, the need to understand and articulate what is at stake has become pressing. In this ethical viewpoint, we explore the concept of attentional harms and emphasize their potential seriousness. We further argue that the acknowledgment of these harms has relevance for evolving debates on digital inequalities. An und
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Anagnostopoulou, Evangelia, Efthimios Bothos, Babis Magoutas, Johann Schrammel, and Gregoris Mentzas. "Persuasive Technologies for Sustainable Mobility: State of the Art and Emerging Trends." Sustainability 10, no. 7 (2018): 2128. http://dx.doi.org/10.3390/su10072128.

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Olivieri, Lorenzo. "Persuasive Technologies and Self-awareness: A Discussion of Screen-time Management Applications." Phenomenology & Mind 20 (2021): 52. http://dx.doi.org/10.17454/pam-2005.

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Agnisarman, Sruthy, Kapil Chalil Madathil, and Laura Stanley. "A survey of empirical studies on persuasive technologies to promote sustainable living." Sustainable Computing: Informatics and Systems 19 (September 2018): 112–22. http://dx.doi.org/10.1016/j.suscom.2018.08.001.

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Jalowski, Max, Albrecht Fritzsche, and Kathrin M. Möslein. "Facilitating collaborative design: a toolkit for integrating persuasive technologies in design activities." Procedia CIRP 84 (2019): 61–67. http://dx.doi.org/10.1016/j.procir.2019.04.290.

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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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Hussian, Asif, Abdul Mateen, Farhan Amin, Muhammad Ali Abid, and Saeed Ullah. "Health Monitoring Apps: An Evaluation of the Persuasive System Design Model for Human Wellbeing." Information 14, no. 7 (2023): 412. http://dx.doi.org/10.3390/info14070412.

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In the current era of ubiquitous computing and mobile technology, almost all human beings use various self-monitoring applications. Mobile applications could be the best health assistant for safety and adopting a healthy lifestyle. Therefore, persuasive designing is a compulsory element for designing such apps. A popular model for persuasive design named the Persuasive System Design (PSD) model is a generalized model for whole persuasive technologies. Any type of persuasive application could be designed using this model. Designing any special type of application using the PSD model could be di
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Mulchandani, Dinesh, and Rita Orji. "Socially-Oriented Persuasive Game to Promote Disease Awareness and Prevention." Human Behavior and Emerging Technologies 2022 (June 30, 2022): 1–17. http://dx.doi.org/10.1155/2022/9403578.

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Persuasive games are widely implemented in the health domain to promote desirable behaviour change. Previous research shows that using persuasive games employing various strategies results in increased motivation and awareness that led to a positive change in behaviour. This paper investigates the efficacy of a competition-based persuasive game at creating awareness and motivating people to adhere to COVID-19 precautionary measures. To achieve this goal, we developed and evaluated a competition-based persuasive game to promote the awareness and adoption of COVID-19 precautionary measures. The
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Faddoul, Guillaume, and Samir Chatterjee. "A Quantitative Measurement Model for Persuasive Technologies Using Storytelling via a Virtual Narrator." International Journal of Human–Computer Interaction 36, no. 17 (2020): 1585–604. http://dx.doi.org/10.1080/10447318.2020.1768670.

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Barratt, Paul. "Healthy competition: A qualitative study investigating persuasive technologies and the gamification of cycling." Health & Place 46 (July 2017): 328–36. http://dx.doi.org/10.1016/j.healthplace.2016.09.009.

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Ahmad, Wan Nooraishya Wan, and Nazlena Mohamad Ali. "A Study on Persuasive Technologies. The Relationship between User Emotions, Trust and Persuasion." International Journal of Interactive Multimedia and Artificial Intelligence 5, no. 1 (2018): 57. http://dx.doi.org/10.9781/ijimai.2018.02.010.

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Lindh, Maria, and Jan Michael Nolin. "GAFA speaks: metaphors in the promotion of cloud technology." Journal of Documentation 73, no. 1 (2017): 160–80. http://dx.doi.org/10.1108/jd-03-2016-0039.

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Purpose The purpose of this paper is to explore persuasive rhetoric by critically scrutinizing metaphorical devices utilized by leaders of the cloud industry. This paper introduces a critical approach to the promotion of cloud technology. Design/methodology/approach In total, 13 video clips from YouTube were analyzed, containing presentations and talks delivered by leaders of Google, Apple, Facebook and Amazon – four of the most influential companies within the information technology industry, sometimes referred to as GAFA. With the help of conceptual metaphor theory, often-repeated metaphors
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Spelt, Hanne, Elisabeth Kersten-van Dijk, Jaap Ham, Joyce Westerink, and Wijnand IJsselsteijn. "Psychophysiological Measures of Reactance to Persuasive Messages Advocating Limited Meat Consumption." Information 10, no. 10 (2019): 320. http://dx.doi.org/10.3390/info10100320.

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Persuasive interventions can lose their effectiveness when a person becomes reactant to the persuasive messages—a state identified by feelings of anger and perceived threat to freedom. A person will strive to reestablish their threatened freedom, which is characterized by motivational arousal. Research suggests that the motivational state of psychological reactance can be observed in physiology. Therefore, the assessment of physiological reactions might help to identify reactance to persuasive messages and, thereby, could be an objective approach to personalize persuasive technologies. The cur
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Setya Prihatining Tyas, Nazlah Azzahra, Bernika Meilani Ifada, and Noerma Kurnia Fajarwati. "Peran Komunikasi Persuasif Dalam Media Sosial." SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2, no. 2 (2024): 16–22. http://dx.doi.org/10.59841/saber.v2i2.956.

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Social Media, as a growing persuasive communication environment, provides space for different types of persuasive communication that influence ideas, perception, and dissemination of information. Social Media, as an online platform with fast messaging speeds, is shaping a new communication landscape. In its development closely linked to communication technologies, social media provided a space for users to share ideas and information, creating virtual communities. Despite providing advantages such as marketing and global interaction, social media has also come under criticism for the spread of
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Edwards, Helen M., Sharon McDonald, Tingting Zhao, and Lynne Humphries. "Design requirements for persuasive technologies to motivate physical activity in adolescents: a field study." Behaviour & Information Technology 33, no. 9 (2013): 968–86. http://dx.doi.org/10.1080/0144929x.2013.841755.

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Andersen, Troels Christian Korsgaard, and Torben Cæsar Bisgaard Bjerrum. "Service and Data Driven Multi Business Model Platform in a World of Persuasive Technologies." Journal of Multi Business Model Innovation and Technology 4, no. 1 (2016): 47–60. http://dx.doi.org/10.13052/jmbmit2245-456x.413.

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Shevchuk, Nataliya, and Harri Oinas-Kukkonen. "Aiding Users in Green IS Adoption with Persuasive Systems Design." Urban Science 4, no. 4 (2020): 52. http://dx.doi.org/10.3390/urbansci4040052.

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Green information systems (IS) is a research domain that contributes to finding solutions for fostering environmental behavior in individuals, organizations, and communities. So far, researching Green IS for individual users has been less abundant and requires more insight. Users’ engagement with technologies start from adoption. Green IS challenges users to modify their lifestyles in order to achieve sustainable behavior patterns. This article is focused on persuasive Green IS, which have in-built features to convince users to modify their lifestyles and to improve technology adoption intenti
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Kamalruzzaman, Mohammad Syukran, Sharkawi Che Din, Anuar Mohd Yusof, and Nik Atilla Atasha Shamsuddin. "State of Art of the Persuasive Technology using Social Media for Behaviour Change in Malaysia." Environment-Behaviour Proceedings Journal 6, SI6 (2021): 3–9. http://dx.doi.org/10.21834/ebpj.v6isi6.3035.

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Persuasive technology is an evolving form of behaviour change agent that is becoming more popular with the emergence of social media. In 2020, 81% of Malaysians are active social media users who contribute to the escalation of behavioural changes using online platforms. This paper provides a verifiable review of 10 years of persuasive technology using social media for Malaysian healthcare and behavioural changes with the concern to (1) reviewing the effectiveness of persuasive technology using social media to behaviour changes, (2) outlining the technology methods, research methods, strategies
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Wertz, Jessica A. "Bitstrips and Storybird: Writing Development in a Blended Literacy Camp." Voices from the Middle 21, no. 4 (2014): 24–32. http://dx.doi.org/10.58680/vm201425106.

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This article describes the integration of Web 2.0 technologies in writing instruction with upcoming fifth- and sixth-grade students during a Summer Digital Literacy Camp, and shares how the students and the author learned alongside each other as they "played" with digital literacy to write persuasive comic strips and digital storybooks using the websites Bitstrips and Storybird. Through these literacy experiences, students used new literacies practices that emphasized multimodalities as they also situated social practices and the students’ own identities and lived experiences to learn key comp
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qizi, Abduraximova Muxabbat Rustam. "The Impact of Neuromarketing On the Perception of PR Technologies." American Journal of Philological Sciences 5, no. 4 (2025): 271–74. https://doi.org/10.37547/ajps/volume05issue04-70.

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This article examines the influence of neuromarketing on the perception of public relations (PR) technologies, highlighting how new insights from cognitive science are reshaping the ways organizations communicate, build brand identities, and manage reputations. While PR has traditionally relied on qualitative methods—storytelling, media outreach, and event management—to sway opinions, the emergence of neuromarketing offers more granular methods to gauge consumer and audience reactions. By drawing on neuroimaging, biometrics, and related diagnostics, neuromarketing probes beneath conscious thou
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Ruiz-Arellano, Ana Erika, David A. Mejía-Medina, Victor H. Castillo-Topete, et al. "Addressing the Use of Artificial Intelligence Tools in the Design of Visual Persuasive Discourses." Designs 6, no. 6 (2022): 124. http://dx.doi.org/10.3390/designs6060124.

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Artificial intelligence (AI) systems to generate images from natural language are a game changer in graphic design. However, in visual persuasive communication, the image is not just a drawing, but is the message itself. It arises from the need for understanding how AI systems could be adopted in the design of visual communication. Thus, this article presents a model that describes the theoretical–methodological factors present in the design of persuasive visual discourses, which arises from a qualitative study with an analysis of grounded theory from the opinion of experts in the essential ar
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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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Skriabina, Viktoriia. "Persuasive Component of Digital Public Diplomacy." International Relations: Theory and Practical Aspects, no. 4 (August 7, 2019): 249–59. https://doi.org/10.31866/2616-745x.4.2019.177655.

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The objective of the article is to study persuasion in the digital public diplomatic discourse. Discursive, semantic, syntactic, and stylistic analyses have been employed to carry out the research of the persuasive component. The methods of pragmalinguistics have been used to establish implicit meanings in diplomatic communication. As a result of the study, the definition of digital public diplomacy as a communicative phenomenon implemented by using web as well as information and communication technologies has been given. The pragmatic intentions of digital public discourse have been establish
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Rahmi, R., and Swarmilah Hariani. "The Effectiveness of Persuasive Communication in Change Management: A Human Resource Management Perspective." Golden Ratio of Mapping Idea and Literature Format 3, no. 1 (2023): 60–70. http://dx.doi.org/10.52970/grmilf.v3i1.358.

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Abstract:
The contemporary organizational landscape is characterized by constant change, necessitating effective change management strategies to navigate through uncertainties and sustain success. Persuasive communication emerges as a crucial tool within this context, enabling stakeholders to overcome resistance and mobilize support for organizational transformations. Studies within human resource management (HRM) underscore the pivotal role of persuasive communication in driving change, emphasizing its ability to sway opinions, inspire action, and cultivate shared visions among stakeholders. Key themes
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