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Fogg, B. J. (2002). Persuasive technology: Using computers to change what we think and do. Ubiquity, 2002(December), 2. 
Added by: SijanLibrarian (2022-08-20 13:04:41)   Last edited by: SijanLibrarian (2022-08-20 13:07:28)
Resource type: Journal Article
BibTeX citation key: Fogg2002a
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Categories: Artificial Intelligence, Cognitive Science, Complexity Science, Computer Science, Data Sciences, Decision Theory, General, Mathematics, Sociology
Subcategories: Behavioral analytics, Big data, Chaos theory, Decision making, Forecasting, Machine learning, Psychology of human-AI interaction, Social cognition, Social networks
Creators: Fogg
Collection: Ubiquity
Views: 28/28
Views index: 38%
Popularity index: 9.5%
Abstract

No studies have shown exactly how computing products trigger social re- sponses in humans, but as the opening anecdote demonstrates, at times peo- ple do respond to computers as though they were living beings. The most likely explanation is that social responses to certain types of computing systems are automatic and natural; human beings are hardwired to respond to cues in the environment, especially to things that seem alive in some way.At some level we can’t control these social responses; they are instinctive rather than ration- al. When people perceive social presence, they naturally respond in social ways—feeling empathy or anger, or following social rules such as taking turns. Social cues from computing products are important to understand because they trigger such automatic responses in people. This chapter will explore the role of computing products as persuasive social actors—the third corner in the functional triad. These products persuade by giving a variety of social cues that elicit social responses from their human users.


  
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