Cyberpsychology Flashcards

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1
Q

Define social influence

A

The way we respond to the real or imagined presence of other people

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2
Q

In what contexts can social influence be activated in?

A
  • Online Gaming
  • Social media
  • online forums
  • online shopping
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3
Q

How did Deutsch and Gerard (1995) categorise social influence?

A
  1. Informational influence
  2. Normative influence

Three underlying processes:

  1. Compliance
  2. Obedience
  3. Conformity
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4
Q

Social influence: compliance

A
  • ”submission to the demands, wishes, or suggestions of others”
  • an external or obvious change in behaviour in response to a direct request
  • can happen due to external influence
  • does not result in attitudinal change
  • behavioural change is the primary goal
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5
Q

Social influence: obedience

A
  • behaviour in compliance with a direct command
  • involves an authority figure
  • can be constructive or destructive
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6
Q

Social influence: conformity

A
  • the adjustment of one’s opinions, judgements, or actions so that they become more consistent with those of others
  • results in changes in attitudes
  • sources: friends (peer pressure) or groups (group norms)
  • includes: compliance and conversion
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7
Q

What is the Yale model of persuasive communication (persuasion models)?

A
  1. Characteristics of the source/sender
  2. Characteristics of the message itself
  3. Characteristics of the audience
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8
Q

What is the elaboration likelihood model (persuasion models)?

A
  • expands upon the Yale model
  • takes the same components of the Yale model
  • embeds emotions, motivation, and cognition
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9
Q

What are the six principles to enhance online compliance and persuasion?

A
  1. Reciprocity
  2. Liking
  3. Scarcity
  4. Social proof
  5. Commitment and consistency
  6. Authority
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10
Q

What is the foot in the door (FITD) technique in online persuasion?

A

From smaller to larger requests eg., online petition

Activates the self-perception theory

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11
Q

What is the door in the face technique (DITF)?

A

From a larger to smaller requests eg., online donations

An affiliative phenomenon

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12
Q

Social influence is complex and has:

A

Several underlying processes.

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13
Q

Persuasion can be theorised and explained within different:

A

Theroical frameworks.

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14
Q

Online persuasion is possible to be achieved using principles of:

A

Traditional offline persuasion.

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15
Q

What are advergames?

A
  • ”video games designed to work as advertisements to promote brands”
  • distinct from in-game advertising
  • available on different platforms
  • web sites
  • computers
  • smartphones
  • smart TV
  • smart gadgets (eg tablet)
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16
Q

Advergames in company websites

A

• Purpose: to entice users to visit and stay on their websites

• Interactive games
-DQ Tycoon: players run their own fast-food franchise

17
Q

Advergames in commercial platforms

A

America’s army:

  • the official game of the U.S Army
  • a free military game focusing on small unit tactical maneuvers
18
Q

Describe the success in advergaming:

A
  • Useful for capturing people’s attention
  • helps with retention of product of message
  • can become popular through word of mouth
  • directly linked to sales
  • free product
  • coupons

•training and education

19
Q

What’re the persuasive strategies for advergames?

A
  1. Objectives
  2. Integration of products
    - eg associative; illustrative; demonstrative
  3. Target of the campaign
    - eg demographics; attitude toward the game; and the advertising message
  4. Visibility
  5. Credibility
  6. Playability
20
Q

Video games are:

A

Widespread, nearly everyone plays them

21
Q

Video games have become

A

Am interesting persuasion tool

22
Q

Advergames can help promote a

A

Specific brand or company