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Behavior

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Abstract

This chapter describes the design and use of interactive media aimed at closing the “attitude-behavior gap” by influencing the behaviors of their users. The chapter draws from contemporary work in cognitive science and behavioral psychology and surveys a wide variety of persuasive interactions with varying degrees of prescriptiveness—from “seducing” users to engaging them with what B.F. Skinner calls a “technology of behavior.” The image of sustainability that emerges from persuasive uses of interactive media is of a delicate balance between human and nonhuman interests, one that can only be restored by inculcating more sustainable, or less unsustainable, behaviors.

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Notes

  1. 1.

    See report and video here: https://www.businesscornwall.co.uk/news-by-location/truro-business-news/2015/09/video-clean-cornwall-week (last accessed Mar. 18, 2018).

  2. 2.

    See http://www.thefuntheory.com (last accessed Mar. 18, 2018).

  3. 3.

    What will be referred to here as “persuasive design” includes (among others) “persuasive systems design,” “design with intent,” “affective computing,” “persuasive technologies,” “design for sustainable behavior change,” “persuasive sustainability systems,” and “behavior change support systems.” For overviews of the different approaches and how they compare, see Brynjarsdóttir et al. (2012), Niedderer et al. (2016), Oinas-Kukkonen (2013), Zachrisson and Boks (2012), Zapico et al. (2009).

  4. 4.

    https://obamawhitehouse.archives.gov/the-press-office/2014/11/11/fact-sheet-us-china-joint-announcement-climate-change-and-clean-energy-c (last accessed Mar. 18, 2018).

  5. 5.

    https://www.bloomberg.com/news/articles/2017-09-10/china-s-fossil-fuel-deadline-shifts-focus-to-electric-car-race-j7fktx9z (last accessed Mar. 18, 2018).

  6. 6.

    This is sometimes referred to as “confirmation bias.”

  7. 7.

    As made evident by the range of reports from the Pew Institute (http://www.pewinternet.org) and the International Telecommunications Union (https://www.itu.int).

  8. 8.

    Hiraoka et al. (2009) report positive outcomes, but their test was done with simulators. Lee et al. (2010) report very minor changes in driving behavior based on both online surveys and actual user tests data. The makers of greenMeter, however, make the following statement on their website: “Based on a conservative estimate of worldwide use in its first year, greenMeter has likely saved about 2 million gallons of gas, reduced fuel expenses by over $5 million, dropped oil consumption by nearly 20,000 barrels, and prevented almost 47,000 tons of CO2 from entering the atmosphere” (emphasis added; http://hunter.pairsite.com/greenmeter (last accessed Mar. 18, 2018)).

  9. 9.

    To some extent, these questions relate to larger concerns about the long-term sustainability of eco-feedback interventions (see, for instance, Barreto et al. 2013; Snow et al. 2013).

  10. 10.

    Yang et al. (2014) make the same point: “considerable motivation and engagement on the part of consumers is required for eco-feedback to lead to behavior changes” (p. 824).

  11. 11.

    Serious games can be defined in different ways, but in essence they attempt to transfer in-game behavior to real-world issues and contexts—“from the game world into the material world” (Bogost 2007, p. 47).

  12. 12.

    See more about the game here: https://thecdm.ca/projects/archives/carbon-chaos-2010 (last accessed Mar. 18, 2018).

  13. 13.

    It appears the team developing the game “didn’t have the resources to determine if the game actually increases environmental awareness,” admitted the professor who guided the process of development (cited in Lavender 2010, July 18).

  14. 14.

    See, for instance, the “Living Planet Index” by the World Wide Fund for Nature (WWF) (McRae et al. 2016).

  15. 15.

    Mostly in the range of 5–15 participants according to Brynjarsdóttir et al. (2012, p. 949), a median of 26 according to Hamari et al. (2014, p. 123).

  16. 16.

    The exchange between Shove (2010a, 2011) and Whitmarsh et al. (2011) is particularly relevant here.

  17. 17.

    A few examples of work in SHCI that is already moving in this direction are Ganglbauer et al. (2013), Knowles et al. (2014), Prost et al. (2014).

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Bendor, R. (2018). Behavior. In: Interactive Media for Sustainability. Palgrave Studies in Media and Environmental Communication. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-70383-1_2

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