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Methods someone may use to manipulate another person may include seduction, suggestion, coercion, and blackmail to induce submission. [2] [3] Manipulation is generally considered a dishonest form of social influence as it is used at the expense of others. [4]
Target the emotions: "[Propaganda] must be aimed at the emotions and only to a very limited degree at the so-called intellect." Keep your message simple: "It is a mistake to make propaganda many-sided…The receptivity of the great masses is very limited, their intelligence is small, but their power of forgetting is enormous."
High-arousal emotion virality: It has been found that content that evokes high-arousal emotions (e.g. awe, anger, anxiety or with hidden sexual meaning) is more viral and that content that holds one or many of these elements: surprising, interesting, or useful is taken into consideration.
In practice, media manipulation tactics may include the use of the use of rhetorical strategies including logical fallacies, deceptive content like disinformation, and propaganda techniques, and often involve the suppression of information or points of view by crowding them out, by inducing other people or groups of people to stop listening to ...
Interpersonal emotion regulation is the process of changing the emotional experience of one's self or another person through social interaction. It encompasses both intrinsic emotion regulation (also known as emotional self-regulation), in which one attempts to alter their own feelings by recruiting social resources, as well as extrinsic emotion regulation, in which one deliberately attempts ...
People with a high EQ are good at reading other people's emotions, but they also take a beat before assuming. "They appreciate the person’s right to recognize their emotions independently ...
Intellectualization is a transition to reason, where the person avoids uncomfortable emotions by focusing on facts and logic. The situation is treated as an interesting problem that engages the person on a rational basis, whilst the emotional aspects are completely ignored as being irrelevant.
These examples involve the use of game elements such as points, badges and leaderboards to motivate behavioural changes and track those changes in online platforms. The gamification of learning is related to these popular initiatives, but specifically focuses on the use of game elements to facilitate student engagement and motivation to learn.