20,522 research outputs found

    Brain Mechanisms of Persuasion: How "Expert Power" Modulates Memory and Attitudes

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    Human behavior is affected by various forms of persuasion. The general persuasive effect of high expertise of the communicator, often referred to as "expert power", is well documented. We found that a single exposure to a combination of an expert and an object leads to a long-lasting positive effect on memory for and attitude towards the object. Using functional magnetic resonance imaging (fMRI), we probed the neural processes predicting these behavioral effects. Expert context was associated with distributed left-lateralized brain activity in prefrontal and temporal cortices related to active semantic elaboration. Furthermore, experts enhanced subsequent memory effects in the medial temporal lobe (i.e. in hippocampus and parahippocampal gyrus) involved in memory formation. Experts also affected subsequent attitude effects in the caudate nucleus involved in trustful behavior, reward processing and learning. These results may suggest that the persuasive effect of experts is mediated by modulation of caudate activity resulting in a re-evaluation of the object in terms of its perceived value. Results extend our view of the functional role of the dorsal striatum in social interaction and enable us to make the first steps toward a neuroscientific model of persuasion.neuroeconomics;social influence;attitude;expertise;persuasion;celebrities;memory encoding

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    The effects of customised food advergames on childrenā€™s affective, cognitive, and conative responses

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    The practice of promoting food to children via advergames is a highly topical issue which attracts much concern due to the low nutritional value of the promoted foods. This thesis examines the effects of customised food advergames on childrenā€™s affective, cognitive and conative responses. It also investigates the role persuasion knowledge and prior brand usage have in childrenā€™s interaction with advergames. In particular, whether childrenā€™s persuasion knowledge acts as a barrier to those responses. This research is situated within the domains of marketing communications, consumer behaviour and consumer socialisation. It adopts an affect transfer theory, the Dual Mediation Hypothesis (DMH), to explain the transfer of affect from an advergame to childrenā€™s responses. Three versions of the same advergame were designed for the purpose of this thesis with different levels of customisation (i.e. control, low and high experimental conditions). An experiment among younger (5-7 year olds) and older (11Ā¬12 year olds) children reveals that customisation in advergames has a detrimental effect on childrenā€™s affective, cognitive and conative responses. It was the control condition, without customisation options, that rendered a positive impact on brand attitudes and preferences relative to the other two experimental conditions. Persuasion knowledge does not influence childrenā€™s affective, cognitive or conative responses. This implies that childrenā€™s understanding of the persuasive intent of an advergame does not act as a barrier against its effects. Age had a significant role on childrenā€™s attitudes towards the advergame, but not on their other responses to it. Finally, prior brand usage has a positive impact on childrenā€™s responses apart from on advergame attitudes. This thesis has implications to policy and practice. It is evident that children from two distinct age and cognitive developmental groups cannot protect themselves from advergamesā€™ effects. Therefore, regulators should broaden the scope of concern to older and younger children alike

    Children's responses to traditional versus hybrid advertising formats

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    Research on the impact of advertising on children has failed to keep pace with the rapidly changing media environment. Using an experimental approach, childrenā€™s responses towards traditional (television advertisement) versus new, hybrid advertising techniques (trailer, advergame, and their combination), and the moderating role of persuasion knowledge, are investigated. Results show that children who played an advergame have more difficulty recalling the advertised brand than children who saw a traditional television advertisement. When confronted with integrated marketing communications (a trailer followed by an advergame), children without knowledge of persuasive intent developed a more positive brand attitude than children with persuasion knowledge. The implications of these results are discussed

    Children as recipients of marketing communication on the Internet

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    Due to the ease of access to the Internet, children more often become the recipients of the content placed therein. They are a specific group of Internet users due to their development conditions, which in contact with persuasive content, often not directly addressed to them, raises doubt. The importance of development conditions was often analysed in relation to the understanding and the childā€™s response to the content placed in traditional media. The development of the advertising market makes it necessary to update knowledge in this area. The study is an attempt to systematize the issues raised in the literature regarding the reception of online marketing communication by children (under 12 years of age). The literature review helped to identify the basic principles of construction of selected communication activities (e.g. websites dedicated to children), including competence development of children. Moreover, the attention was paid to the problems that may occur in the reception of persuasive messages on the Internet by children, including in the context of the model of knowledge about persuasion

    Iļæ½ve Got to Play That Game - An Analysis of Embedded Persuasion in Game Design

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    We explore the role of persuasion in game design through a combination of cognitive biases, the roles of the individual and society in persuasive game design and game play. We examine the role of scarce player resources in the areas of monetary, temporal, spatial and cognitive spheres on the persuasive nature of a game. We argue that a persuasive game contains three distinct elements: the element of surprise and attention, the element of alignment with cultural norms and the element of tradeoff between player resources and incentives to play the game. We also present the ethical implications of persuasive game design

    A Quantitative Content Analysis on Food-based Advergames Aimed at Children

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