Persuasive Technology
Technology designed to change attitudes or behaviors of users through persuasion and social influence, but not coercion.
Technology designed to change attitudes or behaviors of users through persuasion and social influence, but not coercion.
The study of computers as persuasive technologies, focusing on how they can change attitudes or behaviors.
The study of how digital media and technologies influence the way we communicate and persuade.
A strategic framework that designs user experiences to guide behavior and decisions towards desired outcomes.
A principle that suggests people are more likely to comply with requests or follow suggestions from authority figures.
A technique used to prime an audience before delivering a persuasive message.
The strategic promotion, placement, and persuasive presentation of digital products or services within an online platform to maximize sales, engagement, and user satisfaction.
Reasons to Believe (RTB) is a marketing concept that refers to the evidence or arguments that support a product's claims and persuade consumers of its benefits.
A model that explains behavior change through the interaction of three elements: motivation, ability, and triggers.