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Persuasive Technology and Facebook

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Shane Drumm

on 19 May 2011

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Transcript of Persuasive Technology and Facebook

Utilizing social media to motivate sedentary people with low self-efficacy to increase their physical activity Concept YourCity
A casual social city building game for Facebook. Enthuasastep
Smart phone application that counts a users steps and connects to Facebook User needs energy
to create objects
in the game A user is given energy at the begining of game to start developing their city A popup screen appears when a user tries to create an object without sufficient energy Uses social influence for validility User connect to Facebook The user is persuaded by YourCity
social game to use Enthuasastep.
Enthuasastep motivates a user to
walk more. Virtual Currency is gained
by step count or extra physical
activity not real currency. Sample Survey Self-efficacy is not to do with a person’s ability but “perceived ability”. Albert Bandura
1. Mastery Experience
2. Social Modeling
3. Social Persuasion
4. Psychological Responses Self-Efficacy Researching Self-Efficacy
with Physical Activity
J.F. Sallis
R.S. Weinberg
D.A. Dzewaltowski Presentation will Include Background Research
Guidelines I Created
Sample Survey Anaylsis
Concept of System I Designed
YourCity Creation Process
Enthuasastep Creation Process
Conclusion's
Demonstrate 2 Applications Mehdizadeh, S. (2010). Self-Presentation 2.0: Narcissim and Self-Esteem on Facebook. Cyberpyschology, Behaviour, and Social Networking, 13(4). 1. The system should be an
enjoyable experience
2. Support social influence
3. Make every one equal
4. Have a fair rewarding system
5. Consider practical constraints
6. Consist of short and long term goals. 108 surveys
70 Female
82.4% under 29
70.4% social games Solution (A) To Get Energy
by Extra Physical Activity Solution (B) To Get Energy
by Step Count YourCity Prototype Game Maker 8.0 Procedure
for Testing Enthuasastep Guidelines for Designing System My Design Froehlich Design Concept “providing personal awareness of activity level” 38 + 30 + 37 + 37 + 35 + 33 + 37 + 38 +29 + 23 = 337
337 * 2.5 = 842.5 = 84%
Enthuasastep Prototype Usability = 84% Conclusion By utilizing a social media it motivated people with low self-efficacy to be active
People aren’t inclined to pay real money to play social games
People are willing to use smart phones and social games to become more active
My System uses peoples daily physical activity as virtual currency in the game
This was a model system the idea should be applied to any social game that uses a virtual currency Demonstrations of
Enthuasastep & YourCity Self-Efficacy Test Enthuasastep records users step count
Full transcript