| Affective Loop Experiences -- What Are They? | | BIBAK | Full-Text | 1-12 | |
| Kristina Höök | |||
| A research agenda for bodily persuasion through a design approach we name
affective loops is outlined. Affective loop experiences draw upon physical,
emotional interactions between user and system. Keywords: affective loop; affective interaction; persuasion; bodily interfaces | |||
| Fine Processing | | BIBA | Full-Text | 13-22 | |
| Ian Bogost | |||
| This article first presents a series of concerns about the concept and field called persuasive technology, including an overly broad focus on technology instead of computation, and a focus on ends instead of means. As a possible solution, an alternative perspective is offered, dubbed fine processing, which is modeled after the concept of belles lettres. | |||
| Mass Interpersonal Persuasion: An Early View of a New Phenomenon | | BIBAK | Full-Text | 23-34 | |
| B. J. Fogg | |||
| In 2007 a new form of persuasion emerged: mass interpersonal persuasion
(MIP). The advances in online social networks now allow individuals to change
attitudes and behaviors on a mass scale. MIP has six components: persuasive
experience, automated structure, social distribution, rapid cycle, huge social
graph, and measured impact. Before the launch of Facebook Platform, these six
components had never come together in one system. As tools for creating MIP
become available to ordinary people, individuals and small groups can better
reach and persuade masses. This new phenomenon will change the future of
persuasion. Keywords: persuasive technology; captology; social networking; persuasion; Facebook;
mass interpersonal persuasion; MIP | |||
| Online Persuasion in Facebook and Mixi: A Cross-Cultural Comparison | | BIBAK | Full-Text | 35-46 | |
| B. J. Fogg; Daisuke Iizawa | |||
| Social networking sites persuade millions of users each day to adopt
specific behaviors. To understand this phenomenon in the context of persuasive
technology, we analyzed how persuasion takes place in leading social networking
sites from two different countries: Facebook in the U.S. and Mixi in Japan. We
compared the two services on four persuasion goals: creating profile pages,
inviting friends, responding to content by friends, and returning to the site
often. Our analysis reveals the differences and similarities in how Facebook
and Mixi are designed to influence users toward the achievement of these four
goals. In general, Facebook's persuasive design is more assertive and
mechanistic, while Mixi's approach, by comparison, is subtle and indirect.
These persuasion styles seem to map generally to cultural differences between
the U.S. and Japan. Keywords: persuasion; captology; social networking; persuasive technology; behavior
chain; persuasive design; cultural comparison; Mixi; Facebook | |||
| Website Credibility, Active Trust and Behavioural Intent | | BIBAK | Full-Text | 47-57 | |
| Brian Cugelman; Mike Thelwall; Phil Dawes | |||
| This paper evaluates data from an international anti-poverty campaign to
assess if common principles from e-marketing and persuasive technology apply to
online social marketing. It focuses on the relationships between website
credibility, users' active trust attitudes and behavioural intent. Using
structural equation modelling, the evaluation found a significant relationship
between these variables and suggests strategies for online behavioural change
interventions. Keywords: social marketing; advocacy; website credibility; trust; behaviour; Internet;
online; captology | |||
| Network Awareness, Social Context and Persuasion | | BIBA | Full-Text | 58-70 | |
| Donald Steiny | |||
| This paper brings a sociological perspective to an area dominated by social psychology, that of persuasion. It discusses how networks can be used to describe context for persuasive messages. It has been previously argued that network awareness, having knowledge of how networks affect behavior and perception, combined with knowledge of the networks in some part of society such as an organization or region, is important for innovation and productivity. This paper expands on this by introducing the concept of "social context." While the idea of location in social structure is not new, the difference here is that this paper talks not just about abstract location in social space, but the more concrete realization of it in communication networks based on cell phones, social networking software, IM, email and other new technology is. I argue that the ability to observe and measure these networks can give insight into the user's behavior, attitudes and worldview and provide a context for persuasion to take place. | |||
| Persuasion in Knowledge-Based Recommendation | | BIBAK | Full-Text | 71-82 | |
| Alexander Felfernig; Bartosz Gula; Gerhard Leitner; Marco Maier; Rudolf Melcher; Erich Teppan | |||
| Recommendation technologies support users in the identification of
interesting products and services. Beside the wide-spread approaches of
collaborative and content-based filtering, knowledge-based recommender
technologies gain an increasing importance due to their capability of deriving
recommendations for complex products such as financial services, technical
equipment, or consumer goods. The identification of best-fitting products is in
many cases a complex decision making task which forces users to fall back to
different types of decision heuristics. This phenomenon is explained by the
theory of bounded rationality of users which is due to their limited knowledge
and computational capacity. Specifically in the context of recommender
applications bounded rationality acts as a door opener for different types of
persuasive concepts which can influence a user's attitudes (e.g., in terms of
product preferences) and behavior (e.g., in terms of buying behavior). The
major goal of this paper is to provide an overview of such persuasive aspects
and possible formalizations in knowledge-based recommender systems. Keywords: Recommender Systems; Persuasion; Decision Phenomena | |||
| Persuasive Technology Design -- A Rhetorical Approach | | BIBAK | Full-Text | 83-93 | |
| Kristian Tørning | |||
| This article offers a rhetorical design perspective on persuasive technology
design, introducing Bitzer's method of the rhetorical situation. As a case
study, knowledge workers in an industrial engineering corporation are examined
using Bitzer's method. Introducing a new system, knowledge workers are to be
given the task of innovating and maintaining business processes, thus
contributing with content in an online environment. Qualitative data was
gathered and Bitzer's theory was applied as a design principle to show that
persuasive technology designers may benefit from adopting rhetorical
communication theory as a guiding principle when designing systems. Bitzer's
theory offers alternative ways to thinking about persuasive technology design. Keywords: Rhetoric; persuasive design; persuasive technology design; persuasion;
knowledge workers; knowledge management; community | |||
| Benevolence and Effectiveness: Persuasive Technology's Spillover Effects in Retail Settings | | BIBAK | Full-Text | 94-103 | |
| Martha G. Russell | |||
| Results point to perceived store benevolence and staff effectiveness as
important spillover effects in the use of persuasive technologies in the retail
setting. The comparison of customer exit interviews, conducted at control
stores and at test stores, before and after the introduction of video displays
playing advertising and promotion messages, documented that customers noticed
the displays, recalled the content and were influenced toward the desired
effect. Additionally, significant attitudinal differences related to customer
perception of staff and stores were also noted. Product marketers, brand
managers, retailers, and academicians can draw actionable insights for the use
of persuasive technologies by understanding the impact of persuasive
technologies on relational exchanges. Keywords: benevolence; effectiveness; retail; video display; advertising; promotion;
engagement; persuasion; persuasive technologies; relational exchange | |||
| Persuasive Technology for Shaping Social Beliefs of Rural Women in India: An Approach Based on the Theory of Planned Behaviour | | BIBA | Full-Text | 104-115 | |
| Vikram Parmar; David V. Keyson; Cees deBont | |||
| This paper presents the Personal Health Information system (PHI), which has been designed to influence health behaviours of rural women. The objective of the PHI is to offer health information to rural women to increase their awareness about menses and maternal health. The design and development process of the PHI is based on the theory of planned behaviour and employs social cues of persuasive technology to increase perceived behaviour control of rural women. In order to measure users' level of engagement, a comparative study between the PHI and conventional health information system was conducted. The results of the interactive sessions with women of different age groups and literacy levels illustrates the usefulness of PHI in motivating rural women to challenge existing social beliefs and practices, thereby persuading them to follow correct health practices. In this paper, design process of PHI, preliminary results of the initial study, and future research plans are discussed. | |||
| Enabling Calorie-Aware Cooking in a Smart Kitchen | | BIBAK | Full-Text | 116-127 | |
| Pei-Yu Chi; Jen-hao Chen; Hao-Hua Chu; Jin-Ling Lo | |||
| As a daily activity, home cooking is an act of care for family members. Most
family cooks are willing to learn healthy cooking. However, learning healthy
cooking knowledge and putting the learned knowledge into real cooking practice
are often difficult, due to non-trivial nutritional calculation of multiple
food ingredients in a cooked meal. This work presents a smart kitchen with
UbiComp technology to improve home cooking by providing calorie awareness of
food ingredients used in prepared meals during the cooking process. Our kitchen
has sensors to track the number of calories in food ingredients, and then
provides real-time feedback to users on these values through an awareness
display. Our user study suggests that bringing calorie awareness can be an
effective means in helping family cooks maintain the healthy level of calories
in their prepared meals. Keywords: Ubiquitous Computing / Smart Environments; Home; Healthcare; Context-Aware
Computing | |||
| perFrames: Persuasive Picture Frames for Proper Posture | | BIBA | Full-Text | 128-139 | |
| Christoph Obermair; Wolfgang Reitberger; Alexander Meschtscherjakov; Michael Lankes; Manfred Tscheligi | |||
| Poor sitting habits and bad sitting posture are often the cause for musculoskeletal disorders like back pain. Also office employees are affected, because they carry out the majority of their work sitting in front of computers. Therefore we aim at sensitizing and motivating office employees regarding preventive healthcare. We have developed a persuasive interface in form of an interactive picture frame which integrates unobtrusively into the working environment -- the perFrame. This frame contains a moving portrait of a person the employee loves or likes. It provides affective feedback in order to persuade employees for better sitting habits while working with a computer. We conducted a preliminary in-situ study, deploying these picture frames on the desktops of eight office employees. The results highlight the employees' acceptance of our application as well as its potential to foster awareness and achieve persuasion regarding healthy behavior in the office. | |||
| Persuasion for Stronger Passwords: Motivation and Pilot Study | | BIBAK | Full-Text | 140-150 | |
| Alain Forget; Sonia Chiasson; Paul C. van Oorschot; Robert Biddle | |||
| Text passwords are the ubiquitous method of authentication, used by most
people for most online services. Many people choose weak passwords that are
vulnerable to attackers who simply guess all the passwords within the most
probable password spaces. This paper describes a lightweight password creation
mechanism that uses Persuasive Technology to influence users to create stronger
passwords. Results from a pilot study show that our Persuasive Text Passwords
(PTP) prototype system successfully influenced users to create and remember
more secure passwords. Keywords: authentication; computer security; passwords; Persuasive Technology; usable
security | |||
| Six Patterns for Persuasion in Online Social Networks | | BIBAK | Full-Text | 151-163 | |
| G. Michael Weiksner; B. J. Fogg; Xingxin Liu | |||
| Social psychology research has shown that persuasion happens in predictable
ways. To identify patterns of persuasion in online social networks, we studied
Facebook as a persuasive technology. Using a Grounded Theory approach, we found
and named six persuasion patterns. Four patterns that led to large-scale viral
adoption -- Provoke and Retaliate, Reveal and Compare, Expression, and Group
Exchange -- are native to Facebook. Two patterns -- Competition and Deception
-- are adapted to Facebook. We describe these native and adapted patterns and
offer psychological explanations for each. We conclude that persuasion in
online social networks follows regular, observable patterns, and we suggest
promising avenues for future research. Keywords: Online Social Networks; Facebook; Persuasion; Social Psychology;
Applications; Patterns; Persuasive Technology; Viral Growth; Captology | |||
| A Systematic Framework for Designing and Evaluating Persuasive Systems | | BIBAK | Full-Text | 164-176 | |
| Harri Oinas-Kukkonen; Marja Harjumaa | |||
| A growing number of information technology systems and services are being
developed to change users' attitudes or behavior or both. Despite the fact that
attitudinal theories from social psychology have been quite extensively applied
to the study of user intentions and behavior, these theories have basically
provided checklists or rules of thumb rather than systematic design methods or
methodologies to develop software solutions. This article is
conceptual-theoretical by its nature. It discusses the process of designing and
evaluating persuasive systems and describes what kind of content and software
functionality may be found at the final product. Seven underlying postulates
behind persuasive systems, ways to analyze the user and the use context, and
persuasive design strategies and guidelines are highlighted. Based on the works
of Fogg, the article also lists techniques for persuasive system content and
functionality, describing example software requirements and implementations.
Some new techniques are suggested. Moreover, a new categorization of these
techniques is proposed, composing of the primary task, dialogue, system
credibility, and social support categories. Keywords: Design; functionality and techniques; models and frameworks; strategies;
theories | |||
| Digital Therapy: Addressing Willpower as Part of the Cognitive-Affective Processing System in the Service of Habit Change | | BIBAK | Full-Text | 177-188 | |
| Pål Kraft; Filip Drozd; Elin Olsen | |||
| We know much too little about how to design effective digital interventions
to support sustained behavior change and improved well-being. The purpose of
the present paper was to contribute in two ways. First, we want to contribute
to current practice in designing such interventions. Second, we try to identify
key research questions that could be a point of departure for a more detailed
and comprehensive future research program. The propositions we suggest reflect
that the construction of digital interventions should be seen as an iterative
process which should take into account both "content" and "design" factors.
However, we argue that intervention research and practical design experience is
not just something that follows basic research at a polite distance, but rather
is its inherent complement. Keywords: Digital Therapy; Persuasive Technology; Willpower; Cognitive-Affective
Processing System; Emotion Regulation; Ego Depletion; Implementation
Intentions; Behavior Change; Health Behavior; Emotional Design; Interactivity;
Successful Information Systems | |||
| The Persuasive Power of Human-Machine Dialogue | | BIBA | Full-Text | 189-200 | |
| Divya Ramachandran; John F. Canny | |||
| The persuasive power of live interaction is hard to match, yet technologies are increasingly taking on roles to promote behavioral change. We believe that speech-based interfaces offer a compelling mode of interaction for engaging users and are motivated to understand how to best present persuasive information using speech interaction. We present a study comparing the persuasive power of two speech-based information systems, one which uses a recorded message-based lecture presentation and another which uses an interactive dialogic presentation. We measure the persuasive power across both conditions using a survival task. We find that the dialogic system is significantly more persuasive than the lecture system. We also find that the dialogic system presents significantly (almost four times) less information than the lecture system. We analyze our results using three standard rank correlation methods. We point to limitations of these measures and propose a new metric which appears to be more sensitive for this task. | |||
| Designing Persuasive Dialogue Systems: Using Argumentation with Care | | BIBAK | Full-Text | 201-212 | |
| Hien Nguyen; Judith Masthoff | |||
| Persuasive dialogue systems that aim to change people's attitudes and
behaviours have drawn much attention in recent years due to their great
practical potential. Current systems rely heavily on argumentation and
advice-giving to form their persuasive messages. Many findings in psychology,
and some counselling intervention methods such as Motivational Interviewing
(MI) dispute this confrontational approach. Our project sets out to investigate
whether MI can provide an alternative way to develop a more effective system.
In this paper, we discuss the limitations of the argumentation-based approach,
review a number of argumentation-based systems, and present the results of an
evaluation study which compares people's perception of the persuasibility of
two argumentation-based dialogues and a MI-based counterpart. Our results show
a higher perceived persuasiveness for the MI-based dialogue. Keywords: persuasive dialogue systems; argumentation; motivational interviewing | |||
| Categorization as Persuasion: Considering the Nature of the Mind | | BIBAK | Full-Text | 213-223 | |
| Signe Dahl Iversen; Maria Elisabeth Pertou | |||
| Categorization is inevitable in the process of designing persuasive
software. Having said that, there has not yet been paid much attention to the
role of categorization within the field of Persuasive Design. When a designer
categorizes what elements should be part of the persuasive software he must
always consider the user in order to achieve the most suitable categorization
in relation to his intention. This article will show how theories of Epistemic
Rhetoric and Cognitive Science both emphasize the role of categorization and
how they supplement each other in an understanding of the user and how human
beings categorize in order to comprehend and make sense of concepts. In a
concluding example it will show how two furniture warehouses with seemingly
similar persuasive intentions have chosen different categorizations that
consequently result in different persuasive outcomes. Keywords: Categorization; Persuasive Design; Epistemic Rhetoric; Cognitive Science;
Comprehension; Basic-level Categories; Prototype Theory; Metaphors | |||
| A Qualitative Study of Culture and Persuasion in a Smoking Cessation Game | | BIBA | Full-Text | 224-236 | |
| Rilla Khaled; Ronald Fischer; James Noble; Robert Biddle | |||
| To explore the issue of culture in persuasive technology, we identified strategies distinguishing individualist or collectivist audiences, and developed two versions of a prototype game. In this paper we report on a qualitative study of this game. The game concerned smoking cessation, and was set in a New Zealand context, where one version was designed for individualist New Zealand Europeans, and the other for collectivist New Zealand Maori. Our qualitative study involved people from each group playing each of the two games. Using a "think-aloud" protocol, we recorded player comments and reflections that show the effect of our design on their behaviour. The results of the study show the designs were interpreted differently according to the audiences playing them, and reveal detail about culture and persuasion. | |||
| Exploring the Acceptability of Delayed Reciprocity in Peer-to-Peer Networks | | BIBAK | Full-Text | 237-240 | |
| Jenneke Fokker; Huib de Ridder; Piet Westendorp; Johan A. Pouwelse | |||
| Using Peer-to-Peer (P2P) technology for distributing Television programs to
many viewers simultaneously can only be successful if users cooperate
voluntarily and massively. The current BitTorrent protocol only enforces
instantaneous bandwidth exchange within the context of one video file. We
explore ways to induce user cooperation flexible over time and over type of
resources. Essential resources for a P2P system are: bandwidth, injections,
moderations, and appreciations. Social exchange theory is taken as a background
for addressing the inducement of cooperation in a P2P-TV system called Tribler.
This theory helps to explain how the acceptability of delayed reciprocity can
be influenced by the specificity of the exchangeable resources and by the
relationship types between individuals. This paper presents the results from a
study among 36 participants about the acceptability of delayed reciprocity in a
P2P-TV system, under varying relationship types and specificity of exchangeable
resources. Keywords: User communities; quantitative research; social issues; theories | |||
| How to Build a Persuasive Web Application | | BIBAK | Full-Text | 241-244 | |
| Evan Rosenfeld | |||
| Successful web applications are able to influence the behaviors of their
users. The top 40 Facebook applications were analyzed to determine the most
persuasive ways of achieving such influence. This paper presents a framework of
feedback loops for this purpose and then applies it within the context of
Facebook. Keywords: Persuasive technology; Facebook; social networking; influence; behavior
change; online communities | |||
| "Hey World, Take a Look at Me!": Appreciating the Human Body on Social Network Sites | | BIBAK | Full-Text | 245-248 | |
| Bernd Ploderer; Steve Howard; Peter Thomas; Wolfgang Reitberger | |||
| Social network sites (SNSs) such as Facebook have the potential to persuade
people to adopt a lifestyle based on exercise and healthy nutrition. We report
the findings of a qualitative study of an SNS for bodybuilders, looking at how
bodybuilders present themselves online and how they orchestrate the SNS with
their offline activities. Discussing the persuasive element of appreciation, we
aim to extend previous work on persuasion in web 2.0 technologies. Keywords: Persuasive technology; social network sites; web 2.0; persuasion;
appreciation; recognition; fitness; bodybuilding | |||
| Digital Therapy: The Role of Digital Positive Psychotherapy in Successful Self-regulation | | BIBAK | Full-Text | 249-253 | |
| Elin Olsen; Pål Kraft | |||
| We are currently developing a digital positive psycho-therapy intervention.
The intervention will be presented at the 3rd International Conference on
Persuasive Technology 2008. By means of installing positive emotions, digital
positive psycho-therapy may help prevent ego-depletion and hence increase the
chances for successful self-regulation. This may turn out to be an important
component in many health behaviour interventions. The current paper discusses
some basic insights regarding how digital psychotherapy interventions can be
designed and why they hold the potential to make a valuable contribution. Keywords: Digital Therapy; Self-Regulation; Positive Psychology; Digital
Positive-Psychotherapy; Behaviour Change; Health Psychology | |||
| Finding Kairos in Quitting Smoking: Smokers' Perceptions of Warning Pictures | | BIBAK | Full-Text | 254-257 | |
| Teppo Räisänen; Harri Oinas-Kukkonen; Seppo Pahnila | |||
| This paper studies Kairos, i.e. the opportune moment to persuade, through a
smoking cessation experiment. We approached 101 people, comprising of 81
smokers and 20 non-smokers, on the streets of Palo Alto, California. The
participants were shown five warning pictures related to the dangers of smoking
as well as a control picture. The people rated each picture based upon how
strongly they felt they were affected by the pictures. The results indicate
that the opportune moment to show these pictures is not when the people already
are smoking but rather much earlier. Quite interestingly, the affect of this
intervention was stronger on women than men. The fact that the opportune moment
seems to vary between individuals complicates the design of applications
leveraging Kairos to a great extent. Keywords: Mobile persuasion; Kairos; smoking cessation | |||
| Exploring the Persuasiveness of "Just-in-time" Motivational Messages for Obesity Management | | BIBA | Full-Text | 258-261 | |
| Megha Maheshwari; Samir Chatterjee; David Drew | |||
| The healthcare industry in the United States is going through major challenges in terms of financial and human resources. One of the preferred ways to address this issue is to develop effective prevention systems so that the people can live healthy lives and in turn minimize the use of the medical system. Preventing diseases requires people to adopt healthy lifestyles. Advances in pervasive technology provide promising opportunity in developing such systems. Specifically, sending "just-in-time" motivational messages to help people make right health related decision has been pointed out as an emerging field of research. However, in order to persuade the users to take a healthy action, it is essential that the "just-in-time" messages are persuasive to the recipients. In this study, we explored persuasiveness of such messages by considering two of the five elements of a communication process with a focus on obesity management. | |||
| BLB: A Persuasive and Interactive Installation Designed to Improve Well-Being | | BIBAK | Full-Text | 262-265 | |
| Connie Golsteijn; Elise van den Hoven; Sijme Geurts; Max Eichenbrenner; Christ van Leest; Sanne van den Hurk; Yih Shun Ling | |||
| Well-being is a broad subject, which is described in this paper as: a
personal balance of mental, social and physical being, influenced by life
circumstances and life factors. These factors include emotions, engagement,
life satisfaction, intentional activities and social network. The project
described in this paper aims at improving well-being through the design of a
persuasive and interactive installation for the home environment. After the
investigation of well-being by means of a literature study, cultural probes and
questionnaires, a concept was developed. This paper describes the design,
implementation and evaluation of this concept. 'BLB', as it is called,
encourages its users to seize the moment in order to increase their well-being. Keywords: well-being; persuasive technology; intentional activities; interaction
design; human-computer interaction | |||
| A Case Study on an Ambient Display as a Persuasive Medium for Exercise Awareness | | BIBA | Full-Text | 266-269 | |
| Kaori Fujinami; Jukka Riekki | |||
| In this paper, we propose a persuasive display to motivate walking exercise. The display is an ambient display that is originally daily object like a mirror, and provides information about one's exercise level on the periphery of a line of sight. The presentation is designed to have an unpredictable nature as well as competition/collaboration aspects with others so that he/she could continue the exercise to have a fun with it. We describe an initial case study on information presentation to demonstrate our approach's feasibility and effectiveness, where a mirror is augmented. | |||
| Technology that Persuades the Elderly | | BIBAK | Full-Text | 270-273 | |
| Laura Sorri; Eeva Leinonen | |||
| This paper discusses what makes technology persuasive and what kind of
technology is considered interesting among the elderly. Also, factors
contributing to the choice between appliances are presented. For acquisition of
information several qualitative methods were used. Among the factors making
technology interesting were the support of safety, independency, memory and
health, and bringing easiness and comfort to everyday life without forgetting
expressing oneself and social issues. The elderly had several opinions on the
usability. The study revealed some factors which were influencing the interest
despite the qualities of an appliance. Keywords: elderly; technology for the elderly; persuasion | |||
| Design with Intent: Persuasive Technology in a Wider Context | | BIBA | Full-Text | 274-278 | |
| Dan Lockton; David Harrison; Neville A. Stanton | |||
| Persuasive technology can be considered part of a wider field of 'Design with Intent' (DwI) -- design intended to result in certain user behaviour. This paper gives a very brief review of approaches to DwI from different disciplines, and looks at how persuasive technology sits within this space. | |||
| The Influence of Gender and Involvement Level on the Perceived Credibility of Web Sites | | BIBAK | Full-Text | 279-282 | |
| Susan Ferebee | |||
| This article discusses the influence of interaction effects of gender and
enduring involvement level on the perceived credibility of Web sites. This
article discusses results that show that the interaction effect between
enduring involvement and gender significantly influence the perceived
credibility of Web sites. Keywords: Credibility; Gender; Involvement; Web Design; Computer-Mediated
Communication | |||
| Embodied Agents on Commercial Websites: Modeling Their Effects through an Affective Persuasion Route | | BIBAK | Full-Text | 283-286 | |
| Pablo Lambert de Diesbach; David F. Midgley | |||
| The effects of embodied virtual agents have been widely studied but too
often without a theoretical model of such effects. This paper proposes and
tests a two-step affective route of persuasion, based on perspectives from
psychology and consumer behavior. Step 1 posits effects of the agent on affect.
Step 2 posits effects of affect on a construct of website stickiness. The model
is tested in an experiment. The construct of stickiness is validated and the
affective route is partially confirmed. Keywords: Embodied virtual agents; affect; website stickiness | |||