3 RELATED WORKS
We classified existing related work into three
categories:
The first category presents researches that
determine models of persuasion.
The second groups presents the approaches that
determine the patterns of persuasion in online
social networks.
The last groups presents researches that determine
the patterns of social influence, in social networks
and the persuasive systems in general.
The first category presents researches such as
those of (Fogg and Eckles, 2007). They analysed the
persuasiveness of over 50 “Web 2.0” services. Based
on this analysis, they identified a model applied by all
major social networks, called “Behaviour Chain
Model”. It outlines three Phases: “Discovery”,
“Superficial Involvement”, and “True Commitment”.
The first phase, “Discovery”, aims to preconize the
service provided by encouraging users to become
familiar with the site and to visit it. Once users
endorse to the service, they enter the second phase:
“Superficial Involvement”. During this phase, the site
highlights the possibilities of creating content and
exchanging information with other users in order to
motivate them to try the service. The third phase,
“True Commitment”, is characterized by three keys
target behaviours: (1) creating value and content, (2)
involving others, and (3) staying active and loyal. The
model gives important information about the stages
of behaviour change. However, it does not present the
influence strategies that support it.
The second category describes persuasion
patterns. (Iosub et al., 2009) have examined the social
application features of the three main Romanian
Social Networking Sites (SNSs), namely Facebook,
Hi5 and Neogen, on six dimensions corresponding to
the principles of social influence of (Cialdini, 1984) :
Reciprocation, Consistency, Social proof, Liking,
Authority, and Scarcity.
Their purpose was to determine how the
principles of social influence were integrated into the
design of SNS in order to achieve marketing goals, as
well as to determine which principles of social
influence are not currently used in the design of SNS,
and their application could potentially have a relevant
and value-adding effect on SNS competitiveness.
They analysed the three SNS from three
perspectives: social influence principles - marketing
goals, social influence principles - social networking
site and marketing goals - social networking site, and
they showed that social networking sites are mainly
organized according to social principles (reciprocity,
authority, social proof and taste).
In the same context (Adaji and Vassileva, 2016)
sought to identify the persuasion principles of Q&A
social networks. As a case study, they analysed the
StackOverflow network (social network where users
ask and answer questions related to IT). The authors
used the model PSD to analyse the social network
where they identified all persuasive principles present
in the PSD model, with the exception of just four:
tunnelling, rehearsal, reminders and similarity. The
authors conclude that each principle identified in the
social network StackOverflow seeks to promote the
engagement of users on the network.
However, their work was not comprehensive. The
first paper focalized on social design features under
relevant theoretical framework derived from social
psychology where the second paper focused just on
one type of social networks.
The last category presents researches that
emphasize only social influence and its patterns. For
instance, (Weiksner et al., 2008) studied Facebook as
a persuasive technology using a Grounded Theory
approach. They found and named six persuasion
patterns. They classified these patterns into two
categories: Native Patterns, relying on the
functionality provided by Facebook, and Adapted
Patterns, relying on functionality that was designed
for other contexts (e.g., desktop software, web sites,
video games, etc.).
The Native Patterns are composed of:
Provoke and Retaliate: Allow a user to act
towards another user, by exploiting the principle
of reciprocity, the recipient of the gesture has the
social obligation to respond, according to the
norm of reciprocity.
Expression Pattern: Allow users to create
artifacts to express opinions or affiliations, etc., by
exploiting the psychological principle of
ingratiation.
Reveal and Compare: Allow a group of users to
act towards another group of users, by exploiting
the principles of reciprocity, cognitive
dissonance, the need to belong and social
validation.
The Group Exchange: Allow a group of users to
create artifacts collectively following the
principles of impression management,
reciprocity, social validation, and context
variables such as feedback and applause.
The Adapted Patterns are composed of :
Competition: Consists of enhancing competition
between users in order to motivate them to do
particular actions.
HUCAPP 2020 - 4th International Conference on Human Computer Interaction Theory and Applications