Abstract - This work in progress presents some initial findings concerning the use of gamification and persuasive technology in the domain of reaching a set sustainability goal by using persuasive systems. Both gamification and persuasive technology have become more pervasive elements in the research community in the domain of human-computer interaction (HCI) and information systems. I argue a need for research addressing the design of these systems since we currently have a vague understanding of the underlying mechanism. Sustainability is genuinely complex and the designer of a persuasive system with a set sustainability goal must consider numerous parameters when designing the artefact.
INTRODUCTION
We live in an uncertain world today with sustainability perils like lack of water, deforestation, pollution, endangered species, global warming, and inequality. Sustainability could be seen on different levels of the analysis macro, e.g. global, nation, society, or on a micro level, e.g. household, family, and individual. We experience global problems connected to sustainability, e.g. health is endangered by obesity [1] and climate change [2]. When global collaboration, e.g. the Paris agreement to amend
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computers can be used to support persuasive design [3]. In previous research on behaviour change support systems (BCSS), Oinas-Kukkonen (2013) showed that the persuasive system-design (PSD) could be used as an advanced tool for designing and evaluating BCSS [6]. The individual’s behaviour could be changed by using PSD into reaching a set goal. In previous research, persuasive systems have been used to alter the behaviour of users towards reducing the use of resources e.g. reducing electricity or water consumption [7] - [9], and also see the review by Matthews et al. [10] on persuasive mobile applications to promote a healthy
Introduction Persuasion is an art; and mastering this art requires the manipulation of the rhetorical triangles: ethos, pathos, and logos. “Ethos” deals with the credibility of the author; “pathos” refers to the emotional appeal of the text; and “logos” is the logics behind the argument; and these three fundamental appeals are the basis of persuasion. The rhetorical methods used in the two visuals, "How to Gain or Lose 30 minutes of Life Everyday" and "People Kill with Guns More Than Any Other Weapon," both by Mark Fischetti will be analyzed, compared and contrasted in reference to the broader contexts of each source. How to Gain or Lose 30 Minutes of Life Every Day The purpose of this visual is to show the effects of certain activities or habits can on life expectancy.
The first attempt and success to climb Mt. Everest occured in 1953. Since then, almost 4,000 people have been able to scale the mountain, but over 230 people have not been able to climb it successfully. There is a chance of accident or death when climbing this mountain or any dangerous activity. All people should should have the right to rescue services even if they knowingly put themselves at risk because there is always a chance of an accident happening, rangers are there to save people in danger, and there are rescue vehicles being produced to be used in case of an emergency.
Social influence “refers to the myriad ways that people affect one another. It involves the changes in attitudes, beliefs, feelings, and behaviour that result from the comments, actions, or even the mere presence of others”. (Gilovich, Keltner & Nisbett, 2006, p. 276) Influencing others within ethical or unethical framework is part of everyday life. Different ways of persuasion are used in order to convince individuals to conform, resulting to the change of attitudes or beliefs.
Other factors such as incorporation of social media, an achievement system, simple interface and availability persuade the target audience. Theoretically it accessible to anyone with a smart phone and is a perfect example of delivery “understanding and using systems of distribution” (Eyman 7). The strongest case of persuasion Clash of Clans makes is the fact that it is a game. Described by Teena Carnegie “Rhetorically, higher levels of interactivity and thus involvement produce higher levels of acceptance, making the user more disposed to persuasion.” (Carnegie
General purpose: to persuade Specific purpose: to persuade my audience that the use of cellphone while driving has become a life threatening not only to the driver but also to other motorist and pedestrians. Thesis: Preview: -To discuss on how we can decrease the percentage of those who use their cell phone while driving. - To discuss the cons and the outcome of the use of cell phone while driving. A. Attention getter:
Chapter 9: Chapter 9 is all about persuasive messages. Knowing how to be persuade can help you reach your goals, without wasting anyone’s time. Chapter 10: This chapter is really important to me. It talked all necessary things you need to know to get a job, like creating a resume and building a network. I will certainly be using this chapter information in future.
Social influence is defined as the process in which we are coerced into doing something by an external agent. That “something” consists of a variety of actions, from changing our thoughts on a subject, person or belief, to buying products. The way we are persuaded depends on what the agent is attempting to manipulate or get us to do. There are two separate ways or paths one uses to deliver a message of persuasion based on psychological processes, known as the central and the peripheral route. The central route refers to providing a thoughtful, logical, and compelling persuasive argument to an analytically motivated recipient.
Dangers of Social Media Lots of people post on social media about their beliefs right? People post their oppian on the network everyday. Many people get in trouble because they forget that nothing goes away and anyone can look at it. Lots of people don't know that when they apply for a job their social media can be searched or checked.
Today everyone is obsessed with social media. People are easily influenced by almost everything they come across on the internet including appearance and body image. In todays generation it is so common to be unhappy with the way you look. All this is due to societies high standards on the way we “should” look. With social media you can do many things, including pretending to be someone you are not.
In the world of the 21st century, the idea of promoting sustainability has become an im-portant factor, not only in terms of everyday consumption, but also in other aspects, that were not much considered in the past few centuries. The term of sustainability can be described as a wise attempt of humankind to reduce the negative impact of consumer-ism and finding long-term solutions to improve the quality of life on our planet. The imbalance we created in the nature has become quite obvious and it seems that our plan-et is literally paying back for what it has suffered throughout the centuries. All the cli-mate changes and the extinction of numerous animal and plant species are nothing else but a result of humankind affecting the life on Earth. The great industrialization in the 19th century is one of the most relevant factors of creat-ing a negative impact on our planet.
‘The old “Vine” in a new longer twitter bottle.’ Twitter launched its own 30 second video feature so we can film, edit & share the tweet video clips directly from the Twitter app. In just a few clicks, users can tweet a video, share their thoughts, and can capture every moment instantly.
Children’s lives have quickly shifted onto the Internet in the twenty-first century. Even the President of the United States has nearly forty thousand Twitter and Instagram posts. Social networks are websites that allow users to interact over the Internet. There are 600 million Facebook users across the globe (Rosenwald 2). 300 million visit Twitter every month (Maney 3).
You think you know, but you don´t. Internet can be a very good thing. But it can also be the most dangerous thing you´ll ever use. Do you really know who the person you´re talking to, is the one he says he is? How do you know you not being fouled by a man in India, trying to steal your credit card information?
The conclusion conveyed at the end of this paper, will be that sustainable development is a concept with weaknesses however, the strengths outweigh them. To begin with, the concept of sustainable development famously culminated in 1987 with the United Nations 'Commission on Environment and Development ' also known as the 'Brundtland Report ' (Everard & Longhurt, 2017; pp. 1244). The article introduced, the most widely known definition of Sustainable development as "Development that meets the needs of the present without compromising the ability of future generations to meet their own needs" (World Commission on Environment and Development, 1987).
Technological advancements throughout today 's society have started a revolution. In an average day, a human makes decisions over a million times a day, from choosing where to go to which shirt to wear. Having choices in life gives a person control over themselves and behaviors. Using science and technology in a person 's everyday life affects their choices and decisions. Everyday technology is a factor that is considered when making a decision, whether it is from news articles or perceiving technology as another living being.