An Analysis of the Persuasive Technology Design Features that Support Behavioural Change

2021 ◽  
pp. 726-737
Author(s):  
Alexander Asmah ◽  
Joshua Ofoeda ◽  
Ebenezer Agbozo
2021 ◽  
Vol 6 (SI6) ◽  
Author(s):  
Mohammad Syukran Kamalruzzaman ◽  
Sharkawi Che Din ◽  
Anuar Mohd Yusof ◽  
Nik Atilla Atasha Shamsuddin

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 Malaysian 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, theories and targeted behaviour (3) stating the issues regarding the studied persuasive technologies and (4) highlighting the future research recommendation. Keywords: Persuasive technology, behavioural change, social media eISSN: 2398-4287 © 2021 The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v6iSI6.3035


2021 ◽  
Author(s):  
Nuria Gonzalez

This major research paper investigates the understanding of the role of persuasive technology in the implementation of alternative digital platforms to support mental health treatments in children; specifically those related to selective mutism. It analyzes the effectiveness in the behavioural change by integrating trigger functions into a wearable device. At the same time, this paper illustrates how this technology can help caregivers manage treatments using collaborative healthware.


2021 ◽  
Author(s):  
Nuria Gonzalez

This major research paper investigates the understanding of the role of persuasive technology in the implementation of alternative digital platforms to support mental health treatments in children; specifically those related to selective mutism. It analyzes the effectiveness in the behavioural change by integrating trigger functions into a wearable device. At the same time, this paper illustrates how this technology can help caregivers manage treatments using collaborative healthware.


2019 ◽  
Vol 3 (1) ◽  
pp. 87-103 ◽  
Author(s):  
Jian Tang ◽  
Ping Zhang

PurposeDrawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature.Design/methodology/approachThe authors conducted a literature analysis of 60 journal articles that studied motivational influences of gamification in information technology design. Content analysis was used to identify game design features and motivation variables studied in prior literature, and correspondence analysis was used to show the co-occurrence of game design features and basic motivational needs.FindingsThe results showed that four types of game design features and eight basic motivational needs are studied in this pool of literature. Correspondence analysis indicates some interesting associations between game design features and basic human needs.Research limitations/implicationsThis research used a motivational affordance perspective to interpret the impact of game design features and suggested directions for future investigations. It is limited due to its sample size and considered as an exploratory study.Practical implicationsThis research provided suggestions for technology designers that game design features vary in their motivational influence, and therefore, game design features should be used accordingly to meet users’ motivational needs.Originality/valueThis research is one of initial studies which explored the association between game design features and basic motivational needs. The findings of this study provide the groundwork for guidelines and strategies to facilitate motivational design in information technology.


Author(s):  
Martin Weller

This chapter argues that the Internet is built around key technology design featuresof openness, robustness, and decentralization. These design features have trans-formed into social features, which are embodied within the cultural values of theInternet. By examining applications that have become popular on the net, theimportance of these values is demonstrated. If e-learning is considered as a subsetof Internet activity, then the types of approaches that will be popular and mean-ingful for students will be those that appeal to these three core values. An exami-nation of online communities reveals that these approaches are indeed in keepingwith these values and provide a valuable learning experience. The community canbe seen as a natural conclusion in e-learning driven by the expectations of a gen-eration of learners who have been enculturated into the values of the Internet.


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