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Personalization of Persuasive Technology in Higher Education

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The success of persuasive systems in changing people’s attitudes and behaviours has been established in various domains. Specifically, research has shown that personalized persuasive technology is more effective at achieving the desired goal than the one-size-fits-all approach. However, in the education domain, there are limited studies on the personalization of persuasive strategies to students. To advance persuasive technology research in this area, we investigated the susceptibility of undergraduate students (n = 243) to four commonly employed persuasive strategies (Reward, Competition, Social Comparison, and Social Learning) in PT design. We aim to use our findings to provide design guidelines for personalizing persuasive systems in education. These four strategies were chosen because research on persuasion has established their effectiveness in changing behaviour and/or attitude. The results of our analysis reveal that students are more likely to be susceptible to Reward, followed by Competition and Social Comparison (both of which come in the second place) and Social Learning (the least persuasive). Moreover, there is no gender difference in the persuasiveness of the strategies. Hence, in choosing persuasive strategies to motivate students’ learning and success in the education domain, among the strategies we investigated, Reward should be given priority, followed by Competition and Social Comparison, while Social Learning should be least favoured.
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Personalization of Persuasive Technology in Higher Education
Fidelia A. Orji1, Kiemute Oyibo1, Rita Orji2, Jim Greer,1 and Julita Vassileva1
Department of Computer Science
1University of Saskatchewan, Saskatoon, Canada, and 2Dalhousie University, Halifax, Canada
fidelia.orji@usask.ca, kiemute.oyibo@usask.ca, rita.orji@dal.ca, jim.greer@usask.ca
and jiv@cs.usask.ca
ABSTRACT
The success of persuasive systems in changing people’s attitudes
and behaviours has been established in various domains.
Specifically, research has shown that personalized persuasive
technology is more effective at achieving the desired goal than the
one-size-fits-all approach. However, in the education domain, there
are limited studies on the personalization of persuasive strategies to
students. To advance persuasive technology research in this area,
we investigated the susceptibility of undergraduate students (n =
243) to four commonly employed persuasive strategies (Reward,
Competition, Social Comparison, and Social Learning) in PT
design. We aim to use our findings to provide design guidelines for
personalizing persuasive systems in education. These four strategies
were chosen because research on persuasion has established their
effectiveness in changing behaviour and/or attitude. The results of
our analysis reveal that students are more likely to be susceptible to
Reward, followed by Competition and Social Comparison (both of
which come in the second place) and Social Learning (the least
persuasive). Moreover, there is no gender difference in the
persuasiveness of the strategies. Hence, in choosing persuasive
strategies to motivate students learning and success in the
education domain, among the strategies we investigated, Reward
should be given priority, followed by Competition and Social
Comparison, while Social Learning should be least favoured.
KEYWORDS
Persuasive Technology, Persuasive system design, Persuasion
Profile, Persuasive Strategies, Personalization, Persuasion in
Education.
ACM Reference format:
Fidelia Orji, Kiemute Oyibo, Rita Orji, Jim Greer, and Julita
Vassileva. 2019. Personalization of Persuasive Technology in
Higher Education. In Proceedings of the 27th ACM Conference
on User Modelling, Adaptation and Personalization, June 912,
2019, Larnaca, Cyprus, 4 pages.
https://doi.org/10.1145/3320435.332047
1 Introduction
The effectiveness of persuasive technology (PT) in motivating
people to achieve certain goals has been established in various
domains. Specifically, PT is an interactive system that is designed to
change users’ behaviour, attitude, and opinions about an issue
without using coercion or deception [5]. The ubiquity of
technological devices and applications in recent years has changed
the way we live our lives and do things drastically. For instance,
students attend lectures with their smartphones, tablets and laptops
and use them to read, record, type or search for information in real
time. Even while at home or on the move (e.g., on the bus), students
constantly interact with their personal devices, thereby opening up
new opportunities for these devices to be leveraged in education.
Specifically, Christy and Fox [2], and Filippou et al. [4] have shown
that PTs can be applied in education to help students improve their
academic performance.
In the last few years, researchers of PTs have identified
persuasive strategies, which are being employed in bringing about
behaviour change in the various domain [5, 7]. However, research
has shown that personalized PTs that are tailored to users’
susceptibilities are more likely to be effective in achieving
behaviour or attitude change [6, 8]. Thus, in the education domain,
there is a need for researchers to investigate the susceptibility of
students to the commonly used persuasive strategies in literature to
provide design guidelines for personalizing PTs for the education
domain.
To advance research in this area, this paper investigates the
responsiveness of students to four commonly used persuasive
strategies in PTs [9] which have been shown to be effective in
encouraging users to change specific attitude or behaviour. The
strategies include Reward, Competition, Social Comparison, and
Social Learning. We conducted a study among 243 undergraduate
students using a validated tool called persuadability inventory (PI)
developed by Busch et al. [1]. Specifically, we adapted four PI
scales to reflect the education domain. The results of our analysis
reveal that, overall, students are more likely to be persuaded by
Reward, followed by Competition and Social Comparison, and
Social Learning (the least persuasive). Specifically, there was no
significant difference between the perceived persuasiveness of
Competition and that of Social Comparison. Moreover, males and
females are equally susceptible to all strategies. Thus, in choosing
persuasive strategies to motivate students learning and success in
higher education, among the strategies we investigated, Reward
should be given priority, followed by Competition and Social
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DOI: http://dx.doi.org/10.1145/3320435.332047
Comparison, while Social Learning should be given the least
priority.
Our main contributions in the education domain are as follows.
First, we show that the susceptibilities of students with different
persuasive strategies are not equal; rather, they differ. Thus, to
improve the effectiveness of PTs for educations, PTs built with
students most preferred strategy should be personalized them.
Second, we show that students, studying in an individualist
culture, are most likely to be susceptible to Reward and least
likely to be susceptible to Social Learning. Third, we show that
both males and female are equally susceptible to Reward,
Competition, Social Comparison, and Social Learning. Hence, in
personalizing PTs developed with the four strategies, students
susceptibility to the strategies could be used, rather than gender.
Based on our literature search, our study is the first to present these
findings in the context of PT in education.
2 Study Design and Methods
Our study aims to examine students’ susceptibility to four
commonly used persuasive strategies in PT design. Precisely, it
aims to answer the following research questions:
1. Which of the four strategies (Reward, Competition, Social
Comparison, and Social Learning) are students most susceptible to?
2. Are there gender differences in the perceived persuasiveness of
the strategies?
2.1 Measurement Instruments and Data
Collection
To measure students susceptibility to the four persuasive strategies
with respect to learning, we adapted the PI developed by Busch et al.
[1] to the education domain. Our instruments comprised 6 items for
Reward, 5 items for Competition; 6 items for Social Comparison,
and 5 items for Social Learning. Participants rated a 9-point Likert
scale ranging from “1 = Strongly Disagree” to “9 = Strongly Agree.”
Participants in this study were first-year undergraduate students
in a university, who were at least 16 years old. Elimination of bias
in the questions ordering was done by using page randomization
functionality provided by fluidsurvey.usask.ca, which varies the
order in which the questions were presented to each student. A total
of 276 responses were received. After filtering out incomplete
responses, 243 valid responses (76 males and 167 females) were
retained for further analysis.
2.2 Data Analysis
We performed Shapiro-Wilk normality test on our data to determine
the type of analysis to carry out. The test showed that our entire data
is not normally distributed as two of the strategies failed the test (p
< 0.05). As a result, we chose to carry out non-parametric analyses.
To evaluate the reliability of the respective constructs measuring the
four persuasive strategies, we used McDonald’s omega (ω) test [3]
in R’s “psych” package. All of the four strategies passed the
reliability test: ω > 0.7.
Moreover, to analyze our data, we used the non-parametric
Analysis of Variance (ANOVA), which was based on the Aligned
Rank Transformation for Non-Parametric Factor Analysis proposed
by [12]. Specifically, we used the “ARTool” package in R. We
began our analysis by computing the overall and gender-based
mean rating of each of the four strategies. Thereafter, we performed
Repeated Measure ANOVA (RM-ANOVA) to determine whether
there are main effects of gender and strategy and/or interaction
between both factors with respect to participants’ susceptibility to
the four persuasive strategies. Finally, we carried out within-group
and between-group analyses using the pair-wise contrast function in
the ARTool package and Kruskal-Wallis rank sum test, respectively.
3 Results
In this section, we present participants mean ratings of the strategies,
the interaction and main effects of gender and strategy, the between-
and within-group differences.
3.1 Overall mean rating of the perceived
persuasiveness of the strategies
Figure 1 and Figure 2 show the overall and gender-based mean
ratings of the strategies, respectively. Overall, and regardless of
gender, all of the strategies are perceived as persuasive, as each
strategy has an average rating that is greater than or equal to
(approximately) the neutral score of 5. However, more analysis
needs to be carried out to determine the main effect of and
interaction between gender and strategy.
Figure 1: Overall mean ratings of persuasive strategies
Figure 2: Gender-based mean ratings of persuasive strategies
3.2 Interaction and Main Effect of Gender and
Strategy
Our RM-ANOVA showed that there is no interaction between
gender and strategy (F3, 960 = 2.25, p = 0.080621). However, there
is a main effect of strategy (F3, 960 = 147.88, p < 0.001), but no
main effect of gender (F1, 960 = 1.85, p = 0.173746). Specifically,
the lack of a main effect of genders means that males and females
do not significantly differ (p > 0.05). This was confirmed by a
further between-group analysis, which we did not show in this
paper for the sake of brevity.
3.3 Within-Group Analysis: Pairwise Comparison
of Strategies
Given that there is a main effect of strategy, we decided to
conduct a posthoc within-group analysis also known as pairwise
comparisons between the strategies (see Table 1). The results
show that each pair of strategies significantly differ (p < 0.001),
except for Competition and Social Comparison pair, where there
is no significant difference between their mean values (p > 0.05).
Thus, as shown in Figure 1, Reward (7.49) is the most persuasive
strategy, followed by Competition (5.51) and Social Comparison
(5.51), both of which occupy the second position. Moreover,
Social Learning (4.98) turns out to be the least persuasive. Thus,
beginning with the most to the least persuasive strategy, the
overall persuasion profile for our target university students is
Reward, Competition, Social Comparison, and Social Learning.
Table 1: Overall pairwise comparison of strategies
Contrasts
Estimate
SE
t.ratio
p.value
Reward - Competition
343.95
22.19
15.50
< .0001
Reward - Social
Comparison
343.19
22.19
15.47
< .0001
Reward - Social
Learning
430.80
22.19
19.41
< .0001
Competition - Social
Comparison
- 0.76
22.19
-0.03
1.000
Competition - Social
Learning
86.85
22.19
960
3.91
0.0006
Social Comparison -
Social Learning
87.61
22.19
960
3.91
0.0005
4 Discussions
This study aims at uncovering the susceptibility of university
students to four commonly used persuasive strategies (Reward,
Competition, Social Comparison, and Social Learning) in PT design.
Our results show that there is a main effect of strategy on the overall
perceived persuasiveness of the strategies. This means that some
strategies are perceived as more persuasive than others. We discuss
the implication of our findings.
With respect to our first research question, the results of our
analysis (see Figure 1 and Table 1) reveal that students are more
likely to be susceptible to Reward than the other three strategies.
This means that Reward strategy has the potential of being the most
effective in motivating students to learn or work harder compared to
the Competition, Social Comparison, and Social Learning strategies.
This finding is consistent with that of Oyibo et al. [9], in which the
susceptibility of individuals to these strategies is studied in a general
context. This suggests that their finding, which we replicated, may
cut across domains. This means that, with respect to the four
persuasive strategies we investigated, which are drawn from the PI
[1], Reward is likely to be the most persuasive, irrespective of the
domain being used as a case study. An example question in the
Reward scale is, It is important to me that my efforts in courses
are rewarded with good grades.” One possible reason why Reward
tends to be the most persuasive in the education domain is that the
overall learning outcome for most students, apart from gaining
knowledge, is to earn good grades, which are a form of reward for
their hard work. Unlike knowledge, which might be immeasurable
in the meantime and remote (manifesting when students are out of
school and are gainfully employed), grades and other rewards (such
as prizes and recognition) are more or less tangible and immediate.
According to Oyibo et al. [9],Reward has the tendency to provide
immediate reinforcement and present users something to work for
since it is often difficult to visualize the short-term benefit of most
behaviour” (p. 40). As a result, students, irrespective of gender, are
more likely to be motivated by Reward strategy than the other
strategies. Another example question in the Reward scale is,
External rewards motivate me in learning.”
Moreover, Competition and Social Comparison, which turned
out to be the second most persuasive strategies, may also be
influenced by students’ susceptibility to Reward. An example
question in the Competition scale is, I push myself hard when I
am in competition with other students in a course.Similarly, an
example question in the Social Comparison scale is, I like
comparing my academic performance against other students'
performance in a course.” As we know, the tendency for people to
be competitive (which necessitates social comparison) is very much
likely to be influenced by their natural drive for reward. This is
confirmed by the work of Oyibo et al. [11]. The authors found that
irrespective of gender [9] or culture [10] the more individuals are
susceptible to Reward, the more susceptible they will be to
Competition and Social Comparison. In other words, as discussed
by Oyibo and Vassileva [11], Reward, Competition, and Social
Comparison as persuasive strategies can co-exist and are
compatible in a given application targeted at a population that is
motivated by any of the three persuasive strategies” (p. 288). Thus,
we recommend that in PT for education, if a designer wants to
implement a persuasive system in a personal (non-social) context,
Reward should be the first port of call. One simple way of
implementing Reward may be by simply and directly mapping
grades to corresponding virtual rewards. In this case, non-point-
based rewards such as badges may be better or more effective, as
the grades of students are already point-based. On the other hand, if
the designer wants to implement a persuasive strategy in a social
context, Competition and/or Social Comparison should be the first
port of call. As we have pointed out, these two strategies, which can
co-exist in a given PT app, can be realized using a leaderboard,
which embodies Competition and Social Comparison
simultaneously.
With respect to our second research question on gender
differences, the results of our RM-ANOVA show that gender has
no significant influence on the perceived persuasiveness of the
four investigated strategies. This means that personalizing PTs
built on the four strategies using gender might not likely improve
their effectiveness in motivating students for active learning
activities. Finally, among the four commonly employed
persuasive strategies we investigated, Social Learning should be
the least favoured when deciding on a persuasive strategy to be
implemented in a persuasive application for education. One
possible explanation of why Social Learning turned out to be the
least persuasive in the context of education is privacy and
confidentiality. Many students, especially those from
individualist cultures, would like to keep their performance (e.g.,
grades) private and confidential. Another possible explanation, in
the context of learning, why Social Learning turned out to be the
least persuasive may be the fact that the student population we
investigated lived and studied in an individualist culture
(Canada), where people are expected to be independent and self-
reliant. Thus, unlike Competition, for example, which is an
intrinsic motivation that cuts across cultures, Social Learning
turned out to be the least persuasive, indicating that students’
learning in this culture is more likely to be influenced by intrinsic
motivation than the observation of and/or learning from others.
An example question in the Social Learning scale is, “Before
making academic decisions, I ask for advice from my peers or
others who know better.”
5 Limitations
The main limitation of our study is that the perceived
persuasiveness of the strategies was measured using a validated
persuasive tool (based on subjective self-report) as against using
a real-life (more objective) persuasive system. Therefore, the
actual persuasiveness of the strategies may differ when measured
in an actual persuasive application for education.
6 Conclusion
This paper presents the results of the susceptibility of 243 university
students to four commonly used persuasive strategies: Reward,
Competition, Social Comparison, and Social Learning. The results
show that irrespective of gender, students are most likely to be
susceptible to Reward, followed by Competition and Social
Comparison (both of which are equally persuasive). Moreover, both
genders are least likely to be susceptible to Social Learning. Thus,
among the four persuasive strategies we investigated, the Reward
strategy should be given the highest priority in PT design targeted at
promoting learning, especially in a personal context. Moreover, in a
social context, Competition and Social Comparison should be given
a higher priority than Social Learning in the PT design for education.
Finally, to improve the effectiveness of PTs designed with the four
strategies in improving students learning, personalization could be
done based on students most preferred strategy. In future work, we
intend to investigate the effectiveness of these strategies in a real-
life persuasive system to determine the generalizability of our
findings to an actual application setting.
ACKNOWLEDGMENTS
This work is supported by the NSERC Discovery Grant of the fifth
author.
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... LMS's use as a delivery online learning platform can be considered indirect because its usage will eventually change students' learning behaviour. Many studies have integrated the persuasive design into the online learning platform Bamidis et al., 2011;Chen, 2014;Alkış and Temizel, 2015;Selassie and Vassileva, 2017;Widyasari et al., 2019;Orji et al., 2019;Engelbertink et al., 2020aEngelbertink et al., , 2020b. However, a proper guideline on which persuasive strategies to apply in the LMS features has yet to be discovered. ...
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... 1 In this paper, gameful design is used to describe the creation process of gameful experiences, an interaction that occurs when an individual perceives non-trivial and achievable goals that were created externally, and this individual is motivated to pursue these goals under an arbitrary set of rules [7]. make technology more persuasive and gameful [13], gamification user types (e.g., Hexad Scale [14], the Gamer Motivation Profile [15,16] or the five player traits based on the discontinued BrainHex [17,18]) have gained momentum based on the popularity of motivational theories in HCI as self-determination theory [19]. ...
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In gamification, personalization is considered an important field of research since it can improve user engagement and motivation. Particularly, effective gamified learning needs to strike a balance between gameful design that promotes engagement and does not negatively affect content comprehension and absorption. The existing traditional user-type questionnaires approaches are time-consuming and intrusive, hampering the user’s focus. Previous research in gamification demonstrated how to automate player profile creation through log file analysis of gameful systems instead of traditional approaches, however, psychological archetypes and motivational groups can simplify the process of collecting data to achieve a balanced level of personalization for gamified systems, which are grounded on the user’s profile and preferences which can help with their immersion. To attend to the needs of a wide range of fields that introduce gamification to systems that are not classified as games, a new ludic approach was created to define user types based on user interaction using symbolic images. In this exploratory research, we tested this approach in two card-sorting studies ( N = 35 and N = 19 ). Our results show that the images can be used to predict the users’ archetypes and motivational groups accurately. Thus, we contribute with validating an image-based user type classification method that is easier to deploy in systems that do not aim to behave as a game but are looking to reap the benefits of personalizing a user’s content and gameful experience where relevant. Our second contribution is delivering guidelines to replicate this validation method to other existing approaches. We expect that with this guideline, we facilitate personalization with other user typologies without disrupting the gameful experience.
... Persuasion technologies have become an important aspect of our lives as they help in improving and sustaining a positive attitude towards different aspects of our lives such as education. health and fitness energy management, waste management, and climate change [27] ...
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In Nigeria, waste management research has focused on government policies and the performance of government agencies entrusted with waste management, as well as on improving payments through the use of information and communication technologies (ICTs). Government regulations and communication between waste agencies and communities have failed to produce positive results, as many states continue to see massive piles of rubbish, primarily in low-income areas, despite significant government investment. Research showed that persuasive technologies (PTs) helped in the improvement of human behavior across a range of application areas, while studies on the application of persuasive technology in waste management for low-income nations have proved beneficial. Short Message Service (SMS) intervention methods, using the basic mobile phone message service have grown in popularity worldwide, particularly in low-income countries, due to their low cost, high delivery rate, open rate, and no data requirement. Several studies on SMS-based persuasion have shown positive results in the behavioral change of participants across diverse age groups, genders, and socioeconomic backgrounds. In this paper, we will explore what persuasive technology is and discuss its application in selected domains. We will also show the effectiveness of SMS-based persuasive methods and their applicability in reorienting waste management practices in low-income areas.
... Persuasive technologies are not restricted to particular platforms. For example, PT can be developed as desktop applications [1], [29], mobile applications [32], Internet of Things (IoT) devices and serious games [2], [18]. The use of mobile apps and serious games (especially on mobile devices) are more popular for the design of PT because of the availability of low-cost mobile devices. ...
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Persuasive technologies are interactive systems that are designed to influence people to change their attitudes or behaviours. Persuasive technologies have been used successfully in several domains including health to make people exercise more, shopping to make people buy specific products, and social media to make people contribute better content. In the area of sustainability, its use is not well documented. To contribute to the use of persuasive technologies in sustainability, this paper carries out a literature review of published articles in the area in the past five years and summarizes the main findings based on three main themes: the design and development of the technology to make it adaptive to users, the evaluation of the technology, and the findings from the evaluation. Our results suggest that most persuasive technologies are developed as mobile applications, IoT devices or serious games and the most common behaviour change targeted by the persuasive technologies in this domain are energy conservation and sustainable food management. The most common persuasive strategies that are used are rewards, suggestions and self-monitoring. In terms of evaluation, a self-reported evaluation method was applied by most authors. While the range of evaluation of the developed persuasive technologies was between one hour and one year, the number of recruited participants ranged from two to over nine hundred. The findings from the evaluation were mostly mixed with several authors reporting positive results (behaviour change) for some participants. Based on these results, we suggest considerations for the development of future persuasive technologies for sustainability.
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Background Persuasive technology is an umbrella term that encompasses software (eg, mobile apps) or hardware (eg, smartwatches) designed to influence users to perform preferable behavior once or on a long-term basis. Considering the ubiquitous nature of mobile devices across all socioeconomic groups, user behavior modification thrives under the personalized care that persuasive technology can offer. However, there is no guidance for developing personalized persuasive technologies based on the psychological characteristics of users. Objective This study examined the role that psychological characteristics play in interpreted mobile health (mHealth) screen perceived persuasiveness. In addition, this study aims to explore how users’ psychological characteristics drive the perceived persuasiveness of digital health technologies in an effort to assist developers and researchers of digital health technologies by creating more engaging solutions. Methods An experiment was designed to evaluate how psychological characteristics (self-efficacy, health consciousness, health motivation, and the Big Five personality traits) affect the perceived persuasiveness of digital health technologies, using the persuasive system design framework. Participants (n=262) were recruited by Qualtrics International, Inc, using the web-based survey system of the XM Research Service. This experiment involved a survey-based design with a series of 25 mHealth app screens that featured the use of persuasive principles, with a focus on physical activity. Exploratory factor analysis and linear regression were used to evaluate the multifaceted needs of digital health users based on their psychological characteristics. Results The results imply that an individual user’s psychological characteristics (self-efficacy, health consciousness, health motivation, and extraversion) affect interpreted mHealth screen perceived persuasiveness, and combinations of persuasive principles and psychological characteristics lead to greater perceived persuasiveness. The F test (ie, ANOVA) for model 1 was significant (F9,6540=191.806; P<.001), with an adjusted R2 of 0.208, indicating that the demographic variables explained 20.8% of the variance in perceived persuasiveness. Gender was a significant predictor, with women having higher perceived persuasiveness (P=.008) relative to men. Age was a significant predictor of perceived persuasiveness with individuals aged 40 to 59 years (P<.001) and ≥60 years (P<.001). Model 2 was significant (F13,6536=341.035; P<.001), with an adjusted R2 of 0.403, indicating that the demographic variables self-efficacy, health consciousness, health motivation, and extraversion together explained 40.3% of the variance in perceived persuasiveness. Conclusions This study evaluates the role that psychological characteristics play in interpreted mHealth screen perceived persuasiveness. Findings indicate that self-efficacy, health consciousness, health motivation, extraversion, gender, age, and education significantly influence the perceived persuasiveness of digital health technologies. Moreover, this study showed that varying combinations of psychological characteristics and demographic variables affected the perceived persuasiveness of the primary persuasive technology category.
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Research has shown that Competition is a powerful intrinsic motivator of behavior change. However, little is known about the predictors of its persuasiveness and the moderating effect of culture. In this paper, we investigate the predictors of " the per-suasiveness of Competition " (i.e. Competition) using three social influence constructs: Reward, Social Comparison and Social Learning. Using a sample of 287 participants, comprising 213 individualists and 74 collectivists, we explored the interrelationships among the four social influence constructs and how the two cultures differ and/or are similar. Our global model, which accounts for 46% of the variation in Competition, reveals that Reward has the strongest influence on Competition, followed by Social Comparison. However, the model shows that Social Learning has no significant influence on Competition. Finally, our multigroup analysis reveals that, for our population sample, culture does not moderate the interrelationships among the four constructs. Our findings suggest that designers of gamified applications can employ Reward, Social Comparison and Competition as co-persuasive strategies to motivate behavior change for both cultures, as the susceptibilities of users to Reward and Social Comparison are predictors of their susceptibility to Competition .
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Research has shown that social influence can be used to effect behavior change. However, research on the role culture plays in the effect of age and gender on social influence in persuasive technology is scarce. To address this, we investigate the effect of age and gender on the susceptibility of individuals to Competition, Reward , Social Comparison and Social Learning in individualist and collectivist cultures, using a sample of 360 participants from North America, Africa and Asia. Our results reveal that there are more significant differences between males and females and between younger and older people in collectivist cultures than individualist cultures. In individualist culture, we found that males and females differ with respect to Competition only, with males being more susceptible. However, in collectivist culture, we found males differ from females with respect to Reward and Competition, with males being more susceptible, while younger people differ from older people with respect to Competition, Social Comparison and Social Learning, with younger people be more susceptible. Our findings provide designers of gamified persuasive applications with empirical insights, including a number of guidelines, for tailoring to the individualist and collectivist cultures based on age and gender.
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Research has shown that Competition is one of the most powerful persuasive strategies to intrinsically motivate users in a social context towards performing a target behavior. However, in persuasive technology research, studies showing the predictors of the “persuasiveness of Competition” as a motivational strategy are scarce. Consequently, based on a sample size of 213 Canadians, we tested a model using three socially influential strategies (Social Learning, Social Comparison and Reward) as predictors of Competition. Our model accounts for 42% of the variation in Competition and reveals that Reward is the strongest predictor of Competition, followed by Social Comparison, but Social Learning is not a predictor. Moreover, it reveals that Social Comparison mediates the influence of Reward on Social Learning and Competition. Our findings provide designers of persuasive applications with insight into the possibility of implementing Reward, Social Comparison and Competition as effective co-strategies for stimulating user engagement in gamified applications.
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This article describes the use of personalized short text messages (SMS) to reduce snacking. First, we describe the development and validation (N = 215) of a questionnaire to measure individual susceptibility to different social influence strategies. To evaluate the external validity of this Susceptibility to Persuasion Scale (STPS) we set up a two week text-messaging intervention that used text messages implementing social influence strategies as prompts to reduce snacking behavior. In this experiment (N = 73) we show that messages that are personalized (tailored) to the individual based on their scores on the STPS, lead to a higher decrease in snacking consumption than randomized messages or messages that are not tailored (contra-tailored) to the individual. We discuss the importance of this finding for the design of persuasive systems and detail how designers can use tailoring at the level of social influence strategies to increase the effects of their persuasive technologies.
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In this study we develop and validate an inventory for measuring persuadability to selected persuasive strategies. The development of the initial inventory was successful by means of internal consistency and item-scale correlation for the persuasive strategies rewards, competition, social comparison, trustworthiness and social learning. The inventory can be used to estimate susceptibility to persuasive strategies to personalize persuasive technology according to the users' personality based on self-reports. This can help system designers to make informed design decisions and to adapt persuasive technology.