Final project references

Here is a list of the references that I used for my work. They are all somehow related to the concepts of persuasive technology/systems.

[1] Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row.
[2] Cyclescore. http://www.cyclescore.com/. (12/08/07)
[3] Flow. http://en.wikipedia.org/wiki/Flow_(psychology) (12/08/07)
[4] Fogg, B. J. (1999). Persuasive Technologies. In Communications of the ACM, 42(5): 27-29.
[5] Habituation. http://en.wikipedia.org/wiki/Habituation. (12/08/07)
[6] Intuitive Automata. http://www.intuitiveautomata.com/. (12/08/07)
[7] Kidd, C. and Breazeal, C. (2006). Designing a Sociable Robot System for Weight Maintenance. http://web.media.mit.edu/~coryk/papers/Kidd_CCNC.pdf/. (12/08/07)
[8] Nike + iPod. http://www.apple.com/ipod/nike/. (12/08/07)
[9] Novelty Effect. http://en.wikipedia.org/wiki/Novelty_effect. (12/08/07)
[10] Salen, K. and Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. Cambridge, MA: The MIT Press.
[11] W. H. Organization. Obesity and overweight, 2005.

I’d recommend you to read about Captology (B.J. Fogg) and Flow (Mihalyi Csikszentmihalyi) if you want to learn about the persuasive qualities of technology and media.

Whereas Captology is defined as:

the study of computers as persuasive technologies

the definition of Flow is broader:

…the mental state of operation in which the person is fully immersed in what he or she is doing, characterized by a feeling of energized focus, full involvement, and success in the process of the activity.

I’d argue that although neither of these concepts are innately destructive or bad, they both have the potential of being just that.

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