Persuasive technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through persuasion and social influence, but not through coercion (Fogg 2002). Such technologies are regularly used in sales, diplomacy, politics, religion, military training, public health, and management, and may potentially be used in any area of human-human or human-computer interaction. Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices (Oinas-Kukkonen et al. 2008), but this incorporates and builds on the results, theories, and methods of experimental psychology, rhetoric (Bogost 2007), and human-computer interaction. The design of persuasive technologies can be seen as a particular case of design with intent (Lockton et al. 2010).
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Famous quotes containing the words persuasive and/or technology:
“I would love to meet a philosopher like Nietzsche on a train or boat and to talk with him all night. Incidentally, I dont consider his philosophy long-lived. It is not so much persuasive as full of bravura.”
—Anton Pavlovich Chekhov (18601904)
“One can prove or refute anything at all with words. Soon people will perfect language technology to such an extent that theyll be proving with mathematical precision that twice two is seven.”
—Anton Pavlovich Chekhov (18601904)