10 research outputs found

    A Content Analysis of Non-Profit Organizations Social Media: Through the Lens of Compliance-Gaining & Persuasion

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    Non-profit organizations utilize social media platforms like Instagram to reach the community, fundraise, convey their mission and vision, establish themselves, and educate others. This study examined whether the communication artifacts of selected nonprofit organizations employed Cialdini\u27s (2021) compliance-gaining strategies through an eight-week qualitative digital content analysis on Instagram to address the problem of understanding how non-profit organizations use Instagram tools to influence and persuade their audience. Compassion International (@compassion), CARE (@careorg), and Direct Relief (@directrelief), the three non-profit organizations chosen in this study, demonstrated the usage of Cialdini’s (2021) compliance-gaining strategies within their digital media communication strategy. Non-profit organizations operate in a highly competitive environment, with many organizations vying for attention and resources from donors and supporters. They must understand how to effectively use Instagram and compliance-gaining theory to influence and persuade their audience, ultimately increasing their impact and reach. How are these three non-profit organizations engaging and mobilizing their audience through this influence and persuasion to support their respective cause? Are there commonalities in how each non-profit organization is using Cialdini’s (2021) compliance-gaining framework? This study showed that the three non-profit organizations chosen effectively used Cialdini’s (2021) compliance-gaining framework on Instagram to influence and persuade their audience, while also contributing to the existing literature on social media marketing, compliance-gaining theory, and digital content analysis. The analysis provided valuable insights for communication professionals, marketers, and non-profit organizations seeking to create compelling social media campaigns

    Evaluation of the Perceived Persuasiveness Questionnaire:User-Centered Card-Sort Study

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    Background: eHealth technologies aim to change users’ health-related behavior. Persuasive design and system features can make an eHealth technology more motivating, engaging, or supportive to its users. The Persuasive Systems Design (PSD) model incorporates software features that have the possibility to increase the persuasiveness of technologies. However, the effects of specific PSD software features on the effectiveness of an intervention are still largely unknown. The Perceived Persuasiveness Questionnaire (PPQ) was developed to gain insight into the working mechanisms of persuasive technologies. Although the PPQ seems to be a suitable method for measuring subjective persuasiveness, it needs to be further evaluated to determine how suitable it is for measuring perceived persuasiveness among the public. Objective: This study aims to evaluate the face and construct validity of the PPQ, identify points of improvement, and provide suggestions for further development of the PPQ. Methods: A web-based closed-ended card-sort study was performed wherein participants grouped existing PPQ items under existing PPQ constructs. Participants were invited via a Massive Open Online Course on eHealth. A total of 398 people (average age 44.15 years, SD 15.17; 251/398, 63.1% women) completed the card sort. Face validity was evaluated by determining the item-level agreement of the original PPQ constructs. Construct validity was evaluated by determining the construct in which each item was placed most often, regardless of the original placement and how often 2 items were (regardless of the constructs) paired together and what interitem correlations were according to a cluster analysis. Results: Four PPQ constructs obtained relatively high face validity scores: perceived social support, use continuance, perceived credibility, and perceived effort. Item-level agreement on the other constructs was relatively low. Item-level agreement for almost all constructs, except perceived effort and perceived effectiveness, would increase if items would be grouped differently. Finally, a cluster analysis of the PPQ indicated that the strengths of the newly identified 9 clusters varied strongly. Unchanged strong clusters were only found for perceived credibility support, perceived social support, and use continuance. The placement of the other items was much more spread out over the other constructs, suggesting an overlap between them. Conclusions: The findings of this study provide a solid starting point toward a redesigned PPQ that is a true asset to the field of persuasiveness research. To achieve this, we advocate that the redesigned PPQ should adhere more closely to what persuasiveness is according to the PSD model and to the mental models of potential end users of technology. The revised PPQ should, for example, enquire if the user thinks anything is done to provide task support but not how this is done exactly

    Persuasion Profiles to Promote Pedestrianism: Effective Targeting of Active Travel Messages

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    This study recommends novel strategies for tailoring messages to encourage walking, for use in travel planning, Mobility as a Service platforms and other apps which promote sustainable transport behaviour. We suggest strategies based on individual demographic and psychosocial factors derived from the findings of a study of the persuasiveness of different arguments to encourage walking. 402 participants from across the UK were recruited to evaluate 16 pro-walking arguments systematically varied by type of argumentation used, and the values to which they appealed. We explored interactions between these argument features and participants’ personality, travel attitude, age and recent transport mode usage. We report several interesting findings, including that the types of argumentation used, participants’ travel attitude, and their previous transport uses all had no effect on the perceived persuasiveness of messages. Factors which did have an effect on the perceived persuasiveness of messages included the age and personality of the participants and the value to which the message appealed. We also found several complex interactions between these factors, such as that those higher in agreeableness tended to rate arguments emphasising environmental benefits as more persuasive, and that younger participants tended to rate arguments appealing to the health benefits and convenience of walking as less persuasive

    PERSUASIVE TECHNOLOGY AND GAMIFICATION AT THE WORKPLACE: ENGAGING EMPLOYEES IN EFFECTIVE DOCUMENTATION OF ANALYSIS AND EVALUATIONS

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    The availability of rich and high-quality data gives organizations the opportunity to make strategic decisions and a competitive edge over their competitors. However, documentation has been known to be a repetitive and tedious task and employees who perform this task may not be inherently motivated and suffer from fatigue, which reflects poorly on the quantity and quality of documentation. This thesis addresses this problem and proposes to use Persuasive Technology and Gamification to engage employees in documentation. Persuasive technology aims to change behaviours and attitudes through the art of persuasion without the use of coercion. Gamification is a type of Persuasive Technology that leverages the persuasive power of games to cause behaviour change in people. A lot of existing research and practice have focused on using Persuasive Technology and Gamification to achieve workplace engagement, motivation and productivity. However, there is little research on the use of Persuasive Technology and Gamification to engage employees in effective documentation of analysis and evaluations. This research aims to fill this gap and explore the feasibility of leveraging Persuasive Technology to encourage employees in documentation of analysis and evaluations. A Requirement-Focused Design Science Research approach was adopted to define requirements for the implementation of a persuasive gamified system to encourage employees in documentation of analysis and evaluations. Two studies were conducted to investigate employee motivation and the susceptibility of employees to various persuasive strategies. The first study was conducted among 20 Applied Behaviour Analysis front-line staff. ABA is data driven, however, front-line staff do not provide sufficiently rich data which is a critical part of the success of ABA. The second study was carried among 55 Graduate Assistants (markers) from the University of Saskatchewan. Providing feedback on assignments is a quintessential part of the learning cycle of students and the availability of feedback that students can understand and execute is required. However, students find feedbacks provided to them often vague, insufficient, or difficult to comprehend. Especially, in the second study, the results depicted a workforce whose engagement in tasks was not self-determined and a description of a perceived low satisfaction of Basic Psychological Needs; Competence, Relatedness and Autonomy. This presents a workforce that will engage in the minimum amount of work required of them without an extra effort in performance. The results of our studies showed that both ABA front-line staff and Graduate Assistants are most susceptible to two persuasive strategies - Commitment and Reciprocity, followed by Authority and least susceptible to Consensus and Scarcity among Cialdini’s persuasive principles. Among the social influence persuasive strategies, employees from both studies were most susceptible to Trustworthiness. Whilst there was no statistically significant difference between the other social influence persuasive strategies (Reward, Competition, Social Comparison, Social Learning) among ABA employees, Graduate Assistants were more susceptible to Reward and Competition and least susceptible to Social Comparison and Social Learning. However, gender and continent of origin influenced the susceptibility of Graduate Assistants to Trustworthiness and Social Learning. North American Males are not influenced by Social Learning in contrast to African Males who influenced by it. Although North American females are least susceptible to Social Learning, they are still influenced by it. These results imply the investment in a persuasive gamified system that will facilitate the satisfaction of the Basic Psychological Needs of employees to increase their intrinsic motivation in effective documentation of analysis and evaluations. Persuasive and game elements that support Rewards, Competition, Trustworthiness, Commitment, Reciprocity and Authority could be used to achieve this. To make these results actionable, requirement guidelines have been recommended for both workplaces based on the insights gathered from the user studies. However, these requirements have not been evaluated. Therefore, future work will involve the design, development and evaluation of a persuasive gamified system based on the requirements specifications. Also, to draw definite conclusions on tailoring persuasive strategies to individuals and groups, future research should consider the impact of other workplace diversity factors that may impact susceptibility to these persuasive strategies

    Mediators of change in the stigmatization of depression among Caucasian and Asian populations

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    Public stigma negatively impacts public health by discouraging people with depression from seeking help. In North America, Asians reliably report higher levels of stigma and lower levels of help-seeking than do Caucasians. The reasons for this discrepancy and possible methods of reducing this have, however, rarely been explored. In Study 1, undergraduate students (n = 573) completed several questionnaires related to public stigma, values and ideological beliefs, attitudes and beliefs regarding people with depression and perceived norms. At least one week afterward, participants completed the second part of Study 1, where they were presented with contrived articles highlighting a biological cause for depression, a contextual causal for depression, or hope for recovery from depression, or were assigned to a control condition. Asian participants reported higher levels of stigma and increased desired social distance from people with depression compared to Caucasian participants. This difference was mediated by perceived norms, social dominance orientation, conservatism, and the belief that people with depression brings shame to their families. The articles presented were largely ineffective in reducing stigma or desired social distance. In Study 2, undergraduate students (n = 287), were presented with one of four anti-stigma videos with two actresses portraying a student with depression and a professor, respectively. The videos used the concept of social proof to effect change and presented either positive or negative descriptive norms. All videos were effective in reducing preferred social distance towards people with depression relative to the control condition for Asians, but not Caucasians. The effectiveness of the positive descriptive norm video was mediated through perceived norms, empathy, and self-efficacy. The effectiveness of the negative norm video was mediated through perceived norms and empathy only. Differences in preferred social distance between Asian and Caucasian participants were no longer significant. The findings can help guide interventions encouraging social engagement with people with depression among Asian student populations. Manipulating social norms and increasing self-efficacy may be especially effective, while changing attitudes may be less important in an Asian student population

    Public relations practice in ASEAN nations: local, regional, global visions

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     This thesis examines the views, concerns and outlooks of public relations practitioners in six countries of South East Asia, seeking to understand the extent to which their views about their work and their world correspond with those of practitioners in the developed countries of the west. It reveals a range of distinctive issues and concerns requiring greater recognition in international public relations literature

    An Analysis of a Public Health Media Campaign in Switzerland

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    This multidisciplinary, grounded theory study analyses public health media communication for Human Immunodeficiency Virus (HIV) and Sexually Transmitted Infections (STI) prevention in Switzerland. Health communication researchers measure the effects of media campaigns on populations to improve prevention. However, such effects may evade measurement due to complex interactions between audiences, media channels and ecology, message content, and targeting strategies. Competing theories explain media effects on health behaviours but there is a dearth of research examining upstream planning and stakeholder perceptions of media campaigns. In effect, interactions between communities, health officials, practitioners, and communication/media stakeholders are politically sensitive, and inaccessible to researchers. Whereas national HIV and STI prevalence was relatively low, the Swiss government aimed to raise general public awareness about risks and prevention. LOVE LIFE 2019 was a multimedia public health campaign centred on a video series promoting male condom use as well as a Safer Sex Check questionnaire providing tailored recommendations. This case study utilises innovative triangulation of media analysis methods including content analysis; digital ecosystem analysis; Goffmann’s theatrical frame and gender display; grammar of visual design and social semiotics; intervention theoretical indicators; and social marketing and extended social marketing, to retroactively understand encoded values and underlying mechanics of the media strategy. Concurrently, international and national authorities and practitioners with diverse stakeholder viewpoints were interviewed regarding media campaign planning in general and LOVE LIFE 2019 specifically. As a complement to grounded theory, thematic analysis elucidated interview and media themes, leading to insights into stakeholder environments and media effects. Grounded theory methodology resulted in a substantive theory comprising four testable propositions to guide further research, identifying relationships between culture, ideology, and values, with implications for public health media communication. Based on the substantive theory, practical recommendations were formulated to address contextual issues: (a) a content strategy for HIV and STI prevention targeting the general public; (b) HIV and STI federal policies; (c) inclusive design processes for human-centered planning; and (d) ethical considerations for public health utilisation of digital media

    Successful masculinity : in search of the alpha within

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    Abstract Pickup artists and the seduction community have gone from being an underground network of workshop and internet based teachers and students, to, following the publication of Neil Strauss' book 'The Game: Penetrating the Secret Society of Pickup Artists', a movement entering the wider public consciousness, a subculture of (primarily) men who wish to get better at meeting, sleeping with, and dating women. They try to make the transformation from men who are not successful socially or with women, termed 'AFC's or 'Average Frustrated Chumps' in the seduction community, to PUAs, or PickUp Artists. There are now seduction companies, TV shows, radio shows, podcasts, blogs, books, forums, websites, chat rooms, and community groups for major cities all across the world. This material is not always practiced or preached in a mainstream-safe way, but rather is done by breaking through groupthink, going against perceived norms, not being politically correct, and using the findings of evolutionary psychology and life coaching. The thinking behind this is: Everything can be taught, so why not how to get girls? Game is (supposed to be) a fun, pleasurable way to improve your overall self: diet, exercise, hygiene, education, career, living circumstance, behavior, sociability - all are looked at towards bettering an overall enhanced version of yourself, almost quantifiable, to be the most optimal self you can be, where you are having a good life, and women are a part of that life, who may join you on your own individual journey as a man. An alpha. The present thesis focuses on Strauss' book 'The Game: Penetrating the Secret Society of Pickup Artists', highlights themes and issues which are pertinent for social and inter-relational reasons. Masculinity in postmodern hypercapitalist neoliberal western society is examined, through the prism of the text. The seduction community and its pickup techniques have not been examined adequately so far in academia, there is little research on the validity of the apparently successful routines and social dynamic structural mechanisms which pickup artists use to attract women. Findings include the similarities in the ways that Game overlaps in some instances with social theories, better understandings of male-female interactions, and a more comprehensive picture of masculine dating and attraction rituals

    Three Essays on Democratic Theory and Practice

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    This dissertation is an attempt to expound on the meaning of democracy as “government of the people, by the people, and for the people.” It attempts in three essays to explore the depths of this all-encompassing ‘Lincoln’ definition of popular government. If democracy is government borne ‘of the people,’ how has it evolved and developed with the growth of the nation-state? And if it is crafted ‘by the people,’ what are its ascriptive features and characteristics? And if it is made ‘for the people,’ how is it perceived and practiced by them? The first essay focuses on the origins of democracy and the political revivals that have shaped its present development. It thus undertakes a study of the political systems of Classical Athens and Rome, and performs an analysis of the democratic revolutions that ensued in England, the United States, and France. The second essay explores some model theoretical constructs of representative democracy, as well as the conditions required for its functional practice. The third essay however moves away from theory to empirics, and performs a qualitative case study of democratic practice in Ghana, by which means it attempts to shed light on what Professor Harry Eckstein has called “the improbable combination of circumstances that make democracy work.
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