• Title/Summary/Keyword: Persuasive Knowledge

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Exploring How Gamification Design Drives Customers' Co-Creation Behavior in Taiwan

  • CHEN, Tser-Yieth;HUANG, Yu-Chen;LI, Pei-Fang
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.4
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    • pp.109-120
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    • 2022
  • This study has incorporated the mechanics-dynamics-emotions (MDE) and two behavioral learning paths to investigate the customers' co-creation behavior in Taiwan. The intuitive path begins with a gamification design that reflects the customers' proactive and innovative behavior; the cognitive path begins with persuasion knowledge remarks based on rational and reactive reasoning. These two paths conclude what forms user co-creation. The study collects data of 505 active social media users in Taiwan and employs structural equation modeling. The empirical findings demonstrate persuasive knowledge and gamification design are significantly associated with self-reference, and in turn, positively associated with co-creation. It indicates that cognitive behavior plays the main role in forming co-creation. Participants are more drawn to co-creation behaviors by the marketing contents that prompt reactive behaviors than proactive ones. Therefore, marketing managers can use appropriate stimuli to enhance co-creation behavior. Companies can design activities related to users, and more accessible for reactive, instead of proactive behavior, i.e., asking for their initiatives. It also suggests that companies' marketing campaigns should involve key opinion leaders matching the product image and the target audience's preferences. The novelty of this study is to introduce a novel augmented MDE framework to extend the "dynamics" into the incubation and implementation stage.

Analyzing Initial Trust Transfer between Websites based on Design Levels : Empirical Study Approach (디자인 수준 차이에 따른 웹 사이트간 신뢰전이에 관한 실증연구)

  • Lee, Kun Chang;Moon, Byung Suk;Chung, Namho
    • Knowledge Management Research
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    • v.10 no.1
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    • pp.33-51
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    • 2009
  • This study is concerned with exploring how much initial trust transfers between the two websites based on their design levels. Internet users tend to perceive trust towards websites when their design factors look persuasive. For example, well-designed websites can arouse more trust in users than poorly-designed websites. Online trust transfer between websites has been studied among several researchers. However, there is no study investigating how much initial trust transfers from well-designed websites to poorly-designed websites or vice versa. In this sense, this study fills this research void by empirically analyzing initial trust transfer between the two websites based on their design levels. Empirical results prove that design levels of websites affect initial trust transfer between websites significantly.

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Is Every Argument from Ignorance Fallacious? (무지로부터의 논증, 모두 오류인가?)

  • Song, Ha-Suk
    • Korean Journal of Logic
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    • v.13 no.2
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    • pp.61-82
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    • 2010
  • The argument from ignorance that knowledge conclusion is derived from ignorance premises is claimed to be fallacious by many logicians such as I. Copi. According to them, some arguments from ignorance which seem to be acceptable are not really the arguments from ignorance. They say that such arguments have implicitly conditional knowledge premise. Against them, I argue that every argument from ignorance can be interpreted as having a hidden conditional premise, and that every argument from ignorance is not fallacious. I propose the criterion to judge which argument from ignorance is fallacious and which is persuasive. In particular, I argue that social contexts play a crucial role to judge whether a practical argument is fallacious or not.

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American Television: A Source of Nutrition Education and Information

  • Bredbenner, Carol-Byrd
    • Journal of Community Nutrition
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    • v.5 no.4
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    • pp.230-238
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    • 2003
  • Television is a powerful and persuasive teacher. It has the potential to influence perceptions, knowledge, beliefs, and behaviors, thus nutritionists need to be aware of the nutrition-related information (NRI) in television programming and the effect this information has on viewers. The purpose of this article was to review research published in peer-reviewed journals between 1988 and 2003 that examined the NRI embedded in American television programming, which is exported to over 125 nations, and its impact on nutrition knowledge, attitudes, and/or behaviors. This review revealed that, for the past 15 years, NRI was commonly included in both television advertisements and shows. Advertised foods were mainly high in fat, sodium, and/or sugar. In addition, the NRI embedded in food advertisements tended to be misleading or inaccurate. Prime-time television shows included numerous NRI containing scenes every hour, with situation comedies having the most and real-life re-enactment shows the least. Overall, low nutrient density foods accounted for approximately 40 percent or more of all food references on prime-time television shows. In television shows, foods were mostly consumed as snacks rather than meals and children often ate more nutritious foods than adults. Although relatively few studies have examined the impact of television programming on viewers, those that do exist indicate that as children watch more television, nutrition knowledge and understanding declines while misconceptions about nutrition increase. Advertising influences children's food purchase requests and subsequent purchases by adults, with the most requested and purchased foods being high in sugar, fat, and/or salt foods. Existing research indicates that television must be acknowledged as a major source of NRI and a potentially powerful influence on dietary practices.

Concept Development of Political Competence for Nurses (간호사의 정치적 역량 개념 개발)

  • Han, Nam Kyung;Kim, Gwang Suk
    • Journal of Korean Academy of Nursing
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    • v.50 no.1
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    • pp.81-100
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    • 2020
  • Purpose: The purpose of this study was to define and clarify the concept of political competence for nurses. Methods: A hybrid model method was used to investigate the dimensions, attributes, and definitions of the concept. In the theoretical stage of the study, literature on nursing, politics, and other discipline were reviewed. In the fieldwork stage, individual in-depth interviews and focus groups interviews were conducted with politically seasoned experts or activists who had an understanding of the concept of political competence for extensive descriptions in nursing and field of health care. Results: The concept of political competence was represented in four dimensions as political knowledge, political efficacy, political interaction, and political activity. In the political knowledge dimension, there were three attributes, namely, political knowledge, political information and systematic analysis ability. The political efficacy dimension had three attributes of internal political efficacy, external political efficacy, and self-pride of nursing profession. The political interaction dimension had three attributes of organizations and community service, networking, and persuasive power. The political activity dimension had six attributes of political leadership, political expression, assertive behavior, political advocacy, political participation, and policy intervention. Conclusion: This concept development might provide a basic understanding of developing a measurement tool and for constructing a theory promoting nurses' political competence.

The Effects of Information Security Vaccine User's Construal Level and Message Type on the Information Security Behavior (정보보안 백신 사용자의 해석수준과 메시지유형이 정보보안행동에 미치는 영향)

  • Lee, Kyong Eun;Kim, Jung Yoon;Hyun, Jung Suk;Park, Chan Jung
    • The Journal of Korean Association of Computer Education
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    • v.18 no.6
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    • pp.33-42
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    • 2015
  • Based on the Construal Level Theory, this study aims to investigate how information security vaccine users' selection intentions differ from each other according to the selection time of information security vaccine, advertisement message types, and information security knowledge levels. For the foregoing, this study conducted an experiment by applying an experimental design of 2(knowledge level: high/low) ${\times}2$(temporal distances: short distance/long distance) ${\times}2$(advertisement message types: how(concrete)/why(abstract)) on computer security vaccine softwares. As a result, this study confirmed that the selection intentions about information security vaccines differed from each other according to the temporal distance and advertisement message type, and also varied according to the information security knowledge level. In conclusion, this study provides an implication that the consideration of well-timed persuasive message is especially important for the users at the high level of knowledge. Also, this research implies the necessity of development of abstract thinking ability based on temporal distance for the users at the low level of knowledge.

The Influential Factors for the Attitude of Health-Care University Students on Cardiopulmonary Resuscitation (보건의료계열 대학생의 심폐소생술 태도에 영향을 미치는 요인)

  • Jung, Geum-Sook;Oh, Hyun-Mi;Jeong, Seon-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.5
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    • pp.2271-2280
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    • 2013
  • This study is a descriptive research carried out to investigate the knowledge, confidence and attitude on cardiopulmonary resuscitation(CPR) of university students studying health care and figured out the factors affects their attitudes on CPR. 516 health-care university students were informed with the agreement of this study. The data were analyzed with t-test, one-way ANOVA, Pearson's correlation coefficient and Multiple linear regression were used. There were significant positive correlations between the attitude and knowledge(r=.269, p<.001) and between the attitude and confidence (r=.620, p<.001) on CPR. It was found that the influential factors for the attitude on CPR include confidence, gender, knowledge, personality, perception, education experience in CPR, experiences in medical service and the reason for choosing the subject and their persuasive power was 49%. Programs and educations enhancing knowledge and positive attitude on CPR is needed, and there needs to be developing in a proactive manner.

The Effects of Robot's Persuasive Intention and it's Physical Distance with Consumers on Consumers' Evaluation on the Robot and Product Purchase Intention (로봇의 설득의도와 소비자와의 물리적 거리가 소비자의 로봇에 대한 평가와 제품의 구매의도에 미치는 영향)

  • Lee, Doohwang;Ahn, Jungsun;Kim, Hyuksoo
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.590-601
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    • 2021
  • The current study explored how robot's persuasive intent and its' physical distance affect consumers' evaluaton on the robot and the product that the robot advertises. This study administered a 2 (level of pursasion intent: low vs. high) × 2 (physical distance: normal vs. close) between-subjects factorial design experiment. The findings revealed that consumers evaluated the robot' expertise and trustworthiness more negatively and reported lower intentions to buy the produce when they perceived robot's persasive intent saliently high. Consumers were also found to show more negative attitude toward the robot and lower intentions to buy the produce when the robot approached to their personal space more closely. The theoretical and practical implications about human-robot interaction in marketing context were discussed.

The Effective Goal-Setting and The Practice based on Value-Added Results(VAR) (가치-부가적 성과 관점에 따른 효과적인 목표설정과 실사례)

  • Shin Tack-Hyun
    • Proceedings of the KSR Conference
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    • 2004.10a
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    • pp.1731-1736
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    • 2004
  • The purpose of this article is to introduce a useful methodology of effective goal-setting for the team-level units. As a way to overcome some common symptoms in terms of Strategic Performance Evaluation System such as lack of knowledge on goal-setting, disconnection of process, problem of judging the degree of difficulty about objectives, limits of staff departments evaluation, fairness and authority of evaluators, weakness in coaching technique, and quantity or figure-oriented evaluation, to name a few, and to seek a more plausible goal-setting methodology, the author suggests a persuasive goal-setting concept: VAR(Value-Added Results). VAR, as the end-results, is the team contributions that add value to the organization, and it results from the team's activities. In addition to these goal-setting technique based on the concept of value-added results, several aspects should be improved for Strategic Performance Evaluation System to be implemented more effectively. They are: 1) shift from MBO to MP & D(Managing Performance & Development), 2) impartial exercise of evaluation authority as a organizational public assets, 3) reinforcement of maternal leadership and servantship instead of paternal leadership, 4) utilization of IT-based evaluation system.

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Simulation of Child Care for First-time Father

  • Jang, Sin-young
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.47-55
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    • 2019
  • In past patriarchal societies, childbearing was considered the sole possession of women. At a time when women were struggling to move into society, the concept of parenting as the mainstay of the capitalist economic society and the head of the family has naturally been taken for granted by a woman named "housewife." Since the role of male babies is as important as that of females, Fathers are trying to promote the importance of the effects of fathers due to active participation in childcare and help change old perceptions of the past. Men also know the importance of participating in childcare in early childhood, but often do not know what their children want or why they cry due to lack of basic child care knowledge and lack of education. We tried to give fathers the meaning of indirect experience and change their perception of parenting by producing interactive VR content, which is completed with dad's participation, so that they can experience the child in person. In addition, through familiar childcare professional product advertisement and 360 degree stereo sound. It is made to immerse in the game to gain persuasive effect, inducing fathers to have interest and interest in childrearing.