dc.contributor.author
Amojo, Ireti
dc.date.accessioned
2023-03-02T10:30:00Z
dc.date.available
2023-03-02T10:30:00Z
dc.identifier.uri
https://refubium.fu-berlin.de/handle/fub188/37784
dc.identifier.uri
http://dx.doi.org/10.17169/refubium-37497
dc.description.abstract
Virtual environments, also referred to as online social spaces, are artificially constructed and
allow users to sense a space and artifacts or others in that space apart from the physical
environment they are in. This cumulative dissertation explores human interaction with
technological artifacts in virtual environments. Specifically, persuasive technologies, which are
interactive systems that can influence human attitude or behavior through inscribed cues by
reinforcing or changing a target behavior are in the focus of this dissertation. Whether inscribed
cues for action are correctly perceived and used by humans, depends on the real (designed) as
well as the correctly perceived technology action potentials. In this dissertation, both aspects of
persuasive technologies, their capacity to influence behavior and their requirement to be
correctly perceived by users are explored in a series of qualitative studies. Accordingly, this
dissertation is structured in two research streams, which focus on 1) the influence of digital
nudges on user decision-making (research stream one) and 2) aspects influencing user
perception of technology action potentials in socio-technical relationships (research stream
two).
Therefore, two theories, the digital nudging, and affordance theory are used to provide
theoretical backgrounds for the empirical observations and explanations for the different forms
of influence on human decision-making and perception in virtual environments. In general,
digital nudging can be understood as user-interface design elements that influence humans
towards a target behavior, while affordances likewise present the material aspects of a
technology that offer action potentials to users.
Research stream one presents status quo analyses, theoretical discussions, and an empirical
assessment of interactive digital nudge design in dynamic virtual choice environments. The
digital nudging research conducted in this dissertation contributes to the conceptual clarity of
digital nudging theory, integrates ethical considerations in the design of digital nudges, and
explores potentials of digital nudges in dynamic choice environments. While digital nudging
research (rooted in behavioral economics) shows a long history of research and empirical
observations on cognitive aspects of human-artifact interaction in virtual environments,
affordance research (rooted in ecological psychology) is largely missing conclusive
explanations of changes and factors influencing perception and consequent behavior.
Therefore, existing conceptual boundaries of affordance perception are extended in this
dissertation to include cognitive aspects of perception in affordance research. Accordingly,
research stream two presents theoretical discussions and empirical assessments of the role of
in-built IT artifacts as facilitators of affordance perception and the potential of integrating
cognition to extend the understanding of perception and consequent behavior in affordance
contexts.
en
dc.format.extent
x, 53 Seiten
dc.rights.uri
http://www.fu-berlin.de/sites/refubium/rechtliches/Nutzungsbedingungen
dc.subject
digital nudging
en
dc.subject
technology affordances
en
dc.subject
persuasive technologies
en
dc.subject.ddc
000 Informatik, Informationswissenschaft, allgemeine Werke::000 Informatik, Wissen, Systeme::000 Informatik, Informationswissenschaft, allgemeine Werke
dc.title
Persuasive Technologies: On Behavior Modification and Affordances of Digital Objects in Virtual Environments
dc.contributor.gender
female
dc.contributor.inspector
Mohr, Peter
dc.contributor.firstReferee
Meske, Christian
dc.contributor.furtherReferee
Gersch, Martin
dc.contributor.furtherReferee
Stieglitz, Stefan
dc.date.accepted
2023-01-27
dc.identifier.urn
urn:nbn:de:kobv:188-refubium-37784-1
dc.title.translated
Persuasive Technologien: Zu Verhaltensänderungen und Aktionspotentiale von digitalen Objekten in virtuellen Umgebungen
ger
refubium.affiliation
Wirtschaftswissenschaft
dcterms.accessRights.dnb
free
dcterms.accessRights.openaire
open access
dcterms.accessRights.proquest
accept