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  2. Computers are social actors - Wikipedia

    en.wikipedia.org/wiki/Computers_are_social_actors

    Personality: When a computer user mindlessly creates a personality for a computer based on verbal or paraverbal cues in the interface. For example, research from 1996 and 2001 found people with dominant personalities preferred computers that also had a 'dominant personality'; that is, the computer used strong, assertive language during tasks.

  3. Social computing - Wikipedia

    en.wikipedia.org/wiki/Social_computing

    Social computing is an area of computer science that is concerned with the intersection of social behavior and computational systems. It is based on creating or recreating social conventions and social contexts through the use of software and technology.

  4. Technology acceptance model - Wikipedia

    en.wikipedia.org/wiki/Technology_acceptance_model

    technology acceptance model.png. The technology acceptance model (TAM) is an information systems theory that models how users come to accept and use a technology. The actual system use is the end-point where people use the technology. Behavioral intention is a factor that leads people to use the technology.

  5. Social construction of technology - Wikipedia

    en.wikipedia.org/wiki/Social_construction_of...

    SCOT holds that those who seek to understand the reasons for acceptance or rejection of a technology should look to the social world. It is not enough, according to SCOT, to explain a technology's success by saying that it is "the best"—researchers must look at how the criteria of being "the best" is defined and what groups and stakeholders ...

  6. Unified theory of acceptance and use of technology - Wikipedia

    en.wikipedia.org/wiki/Unified_theory_of...

    The unified theory of acceptance and use of technology (UTAUT) is a technology acceptance model formulated by Venkatesh and others in "User acceptance of information technology: Toward a unified view" in the organisational context. [1] [2] The UTAUT aims to explain user intentions to use an information system and subsequent usage behavior.

  7. Social presence theory - Wikipedia

    en.wikipedia.org/wiki/Social_presence_theory

    Social presence theory explores how the "sense of being with another" is influenced by digital interfaces in human-computer interactions. [1] Developed from the foundations of interpersonal communication and symbolic interactionism, social presence theory was first formally introduced by John Short, Ederyn Williams, and Bruce Christie in The Social Psychology of Telecommunications. [2]

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  9. Persuasive technology - Wikipedia

    en.wikipedia.org/wiki/Persuasive_technology

    Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices, [2] but this incorporates and builds on the results, theories, and methods of experimental psychology, rhetoric, [3] and human-computer interaction. The design ...