Beliefs

Author(s):  
Jens Rydgren

This article examines the multiple mechanisms by which beliefs are formed — from observation, social influence/socialization, induction, deduction from other beliefs, adaptation to desire (wishful thinking), and dissonance-reduction mechanisms — as well as the conditions under which each arises and the characteristic processes (and problems) associated with each. The discussion is generally set in a socio-cognitive framework, which is based on the assumption that individuals are motivated by an ‘effort after meaning’. The article first considers the role of categorization in belief formation before turning to inductive reasoning and analogism. It then describes the conditions under which people’s beliefs are particularly likely to be influenced by others, followed by an analysis of the mechanism of dissonance reduction. It suggests that while beliefs are slippery and difficult to nail down, they need to be taken into account in any explanation of action.

2012 ◽  
Author(s):  
Wendi Adair ◽  
Christine Klamert ◽  
Thiam Phouthonephackdy ◽  
Huadong Yang

2011 ◽  
Vol 204-210 ◽  
pp. 174-177 ◽  
Author(s):  
Pei Wen Liao ◽  
Chien Yu ◽  
Chin Cheh Yi

The study, based on the unified theory of acceptance and use of technology (UTAUT), investigates the determinants of e-learning acceptance. We create a cross-level variable of the incentive and social influence to explore with the other variable context effect and the interaction effects in the acceptance of e-learning. Data collected from 932 respondents in Taiwan were tested against the research model using the hierarchical linear model approach. This model improved Yu, Liao, Wen’s research to detailed intended the learning environment. The results showed that individual-level variables (performance expectations, effort expectancy, perceived behavioral control), and group-level variables (incentive, social influence) have a positive effect on behavioral intention. The incentive has an effect on behavioral intention through the moderating role of manager influence.


2013 ◽  
Vol 79 (804) ◽  
pp. 1703-1713
Author(s):  
Hirotatsu WATANABE ◽  
Dejudom KIATPANACHART ◽  
Ken OKAZAKI

2021 ◽  
Vol 5 (2) ◽  
pp. 5
Author(s):  
Aatish Neupane ◽  
Derek Hansen ◽  
Jerry Alan Fails ◽  
Anud Sharma

This article reviews 103 gamified fitness tracker apps (Android and iOS) that incorporate step count data into gameplay. Games are labeled with a set of 13 game elements as well as meta-data from the app stores (e.g., avg rating, number of reviews). Network clustering and visualizations are used to identify the relationship between game elements that occur in the same games. A taxonomy of how steps are used as rewards is provided, along with example games. An existing taxonomy of how games use currency is also mapped to step-based games. We show that many games use the triad of Social Influence, Competition, and Challenges, with Social Influence being the most common game element. We also identify holes in the design space, such as games that include a Plot element (e.g., Collaboration and Plot only co-occur in one game). Games that use Real-Life Incentives (e.g., allow you to translate steps into dollars or discounts) were surprisingly common, but relatively simple in their gameplay. We differentiate between task-contingent rewards (including completion-contingent and engagement-contingent) and performance-contingent rewards, illustrating the differences with fitness apps. We also demonstrate the value of treating steps as currency by mapping an existing currency-based taxonomy onto step-based games and providing illustrations of nine different categories.


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