Persuasive Technology’s Impacts and Contributions to
Generational Behaviors
Destiny Howell1, Joshua Watson2, Kyle Ince3, Nyashia Carrington4, Travis Beckles6,
Tyrell Gill7
1 Department of Science and Technology, The University of the West Indies, Barbados
Abstract
Persuasive Technology has been used for and against us as we dive deeper into the digital
age. As giant tech companies advance social and gaming interfaces every day, it is important
to understand the impacts of this technology and the contribution it will make to our
successors and this paper focuses on just that. As our research explores the influence
persuasive technology has on social interactions, physical well-being, and the mental health
of individuals, it also dives into the impact and contributions it will have on generational
attitudes and behaviors. Experiments were carried out across diverse demographics to
emphasize the psychological long-term impacts of persuasive technology. In addition to the
experiments a survey was completed to further understand the emotional state of the
participants who indulged in the experiment. By doing this, a greater understanding was
concluded on how persuasive technology can bring you positive endorphins and be used as a
helpful tool, but on the other hand it can decrease your patience in addition to other negative
impacts, which are poisonous habits that can be passed down through generations and
contribute poorly to the evolution of humanity. In an age where health and mental well-being
is essential, inviting and promoting harmful tools in our space can result in a catastrophe. The
paper also considers future works that could assist and broaden the perspective on such a
modern but relevant issue. Therefore, persuasive technology and its impacts and contributions
should be heard, and the way in which it influences generational behaviors should indeed be
considered as mankind progresses.
Introduction
In an age characterized by the ceaseless advancements of technology, the influence of
persuasive technologies on human cognition and social interactions has emerged as a matter
of concern. As lives increasingly intertwine with digital interfaces, the subtle yet effective
methods deployed by persuasive technologies have the capacity to shape and mold the shared
mindset of future generations. Moreover, these technologies have the potential to invoke long
lasting societal changes.
Technology created to change its users’ opinions, attitudes or behaviors to meet its goals is
known as Persuasive Technology. Platforms such as Instagram, Tik Tok, Pinterest, and
YouTube amongst others are built on persuasive technology, "Social media isn't a tool that's
just waiting to be used. It has its own goals, and it has its own means of pursuing them by
using your psychology against you.” (Harris). In this light the goal of social media is user
engagement, essentially how long can it keep its users scrolling, clicking and interacting.
Brian Fogg comments, that in the creation of persuasive technology there are 3 principal
factors in the Fogg Behavior Model (FBM) these being motivation, ability and triggers (1).
These principles are what Technology Companies use to accomplish their goals.
Persuasive technology is very common in everyday experiences, so much so that studies have
been able to develop a framework to create these persuasive technologies. This conceptual
model is known as the FBM, this is a graph which indicates how high motivations and
abilities (the simplicity of a platform) are more likely to create the desired behavior of a user.
However, without the correct trigger (example: notifications) the desired behavior will not be
achieved even if the other two factors are high (2). Fogg’s studies continue to state that the
tools for creating persuasive technology are becoming increasingly user friendly with the
advancements in social networks, enabling individuals and organizations to implement these
products (1). With these enhancements in relation to smartphones it is also known that
through the internet where the social networks reside, the effects of persuasive technology
such as habitual checking behaviors can contribute to psychological issues such as addiction.
(Kuss et al)
The main thrust of this paper is to discover the extent which persuasive technologies
influence the social interactions, physical well-being, and mental health of individuals, and
how these impacts contribute to the formation of generational attitudes and behaviors.
Research Methodology
Participants and Materials
The participants in this research comprised 130 students from the Cave Hill campus of the
University of The West Indies with an equal distribution of 65 females and 65 males. The
average age of participants was 20 years.
Participants in this study provided informed consent, and the ethical guidelines of 1964
Declaration of Helsinki were strictly adhered to throughout the experiment. Debriefing
sessions were conducted to address any concerns or questions, ensuring the well-being and
understanding of the participants.
In terms of materials, the experiment utilized storage boxes and a single cell phone. Two
applications, MyFitnessPal, and Headspace were incorporated to investigate their impact on
participants’ physical and mental well-being, respectively. Additionally, a five-questionnaire
survey was developed by the authors of this study, to further their research.
Procedure
Persuasive Prompts
Before beginning the experiment, participants were asked to state their age and gender. Prior
to entering the experimental area, participants were required to place their own phones in a
container to eliminate any potential bias associated with pre-existing notifications.
The experimental room featured the introduction of a notification sound, and participants
remained unaware of whether the phone in the room belonged to them or another participant.
The time taken to check the phone was recorded. This process was repeated across four
rounds of the experiment, each involving 25 different participants.
Following this, participants exited the experimental area to complete a follow-up survey.
Applications on Health and Mental Wellness
Participants with an interest in their physical and mental wellbeing were recruited and
distributed evenly into two groups, each consisting of 15 individuals. Group A utilized
persuasive applications, specifically MyFitnessPal and Headspace, while Group B did not
engage with any. Throughout the three-week period, participants submitted self-reports on
their progress.
These procedures were designed to provide a comprehensive understanding of the influence
of persuasive technologies on participants' behaviors, emotional states, and overall well-
being.
Results
Persuasive Prompts
Across the four rounds of the experiment, the average time taken to check the phone varied.
The data showed a consistent trend of heightened curiosity and a noticeable reduction in the
average time taken to check the phone.
Round Average Time to Check Phone
1 30
2 24
3 19
4 17
TABLE 1: The rounds and average times participants checked their phones.
Participants Feedback: As seen in the table above, the average time to check the phones
decreased in each round. This is due to participants becoming more anxious as the time
increased. This implies that as the rounds or duration of the activity proceed, participants
experience a growing level of anxiety, leading them to check their phones more quickly. This
suggests heightened anxiety serves as a motivating factor for participants to engage in the
behavior of checking their phones. This connection might be rooted in a desire for distraction,
seeking reassurance or managing stress.
All 100 participants completed a mood survey using a scale of 1-5 (1 being lowest, 5 being
highest). The mean score for Q1 “How influential was the uncertainty about phone ownership
on your decision to check the device” was 4.25. The mean score for Q2 “With regards to
previous experiences and the experiment, how much do you believe persuasive technologies
influence your daily behavior” was 3.9. 77% of participants reported that persuasive
technology influences their daily lives heavily while the remaining 33% confessed to being
unaware of the impacts until presently.
To further analyze the data, participants were categorized into the following age groups: <20,
21-35, and >35 years of age. There were 27 participants in the <20 age group, 51 participants
in the 21-35 group and 22 participants in the >35 age group.
Figure 1: The mean results for question 1 categorized by age group.
Figure 2: The mean results for question 2 categorized by age group.
As shown in figure 1, when analyzing the influence of uncertainty about phone ownership, a
pattern emerged. The <20 group reported a high mean score of 4.8 while the 21-35 age group
had a mean score of 3.1. Participants over 35, in the >35 group, registered the lowest mean
score of 2.4.
Turning our attention to figure 2, where the influence of persuasive technology on daily
behavior is concerned, a parallel trend can be observed. The <20 age group exhibited the
highest mean score at 4.8, reflecting a significant impact on their daily behavior. The 21-35
age group, with a mean score of 4.4, demonstrated a slightly diminished influence while
the >35 age group recorded the lowest mean of 1.2.
These findings highlight distinct trends across age groups, providing valuable insights into
how age shapes individual perspectives on technological impacts. Notably, the elevated
scores in the younger age groups for both questions highlight the impact of persuasive
technology on the decision-making processes and daily behaviors of younger participants,
emphasizing the need for age-sensitive considerations in the design and implementation of
persuasive technologies.
Limitations and Considerations: The interaction between different notifications and how
participants usually used their phones created a complex set of factors that played a role in
decision-making during the study. This highlights the importance of looking at the overall
context of people's digital experiences. It's crucial to recognize how both immediate
notifications and past phone use can impact the way individuals make decisions.
Applications on Health and Mental Wellness
Analysis of self-reports submitted by participants revealed notable trends in behavior and
subjective well-being. While both groups demonstrated improvements, Group A, utilizing
MyFitnessPal and Headspace, reported a higher level of consistency in meeting health goals
and experiencing reduced stress levels.
The study spanned three weeks and provided compelling evidence to the duality of persuasive
technology. This finding suggests the potential of persuasive technologies to foster positive
changes in multiple facets of an individual’s health.
Group Average Exercise Amount(weekly) Average Stress Level (Scale of 1-10)
A 5.1 hours 3
B 3.5 hours 5
TABLE 2: The amount of exercise both groups underwent weekly and the stress levels
they endured.
Participant Feedback: Qualitative feedback from participants in Group A highlighted a
sense of increased mindfulness and stress relief as well as a sense of accomplishment in
meeting their fitness goals. In contrast, participants in Group B expressed a desire for more
structured approaches to physical and mental well-being. Several mentioned the lack of
guidance and reminders contributed to difficulty in maintaining consistent health routines.
Limitations and Considerations: While the results are promising, it's crucial to
acknowledge limitations, including the relatively short duration of the study and potential
individual variations. Also notable are individual variations in motivation levels, and potential
external factors that may have influenced the outcomes.
Analysis - Analytical methodology
A qualitative analysis has been used to involve and analyze the survey data and the
experimental data in a more subjective way. This gives the ability to read through the open-
ended responses from the surveys questions that were given to the UWI students to see what
participants have to say about their experiences with persuasive technologies.
Based on this, the study's findings provide compelling evidence of the significant impact of
persuasive technologies on individuals' social interactions, physical well-being, and mental
health. The experimental prompts employed in the study effectively demonstrate how
persuasive cues can trigger heightened anxiety levels and reduced patience among
participants.
These findings align with existing research suggesting that persuasive technologies can
contribute to stress, anxiety, and impatience among individuals. Furthermore, the study's
findings highlight the role of age in moderating the influence of persuasive technologies.
Younger individuals were found to be more susceptible to the effects of persuasive cues,
suggesting that they may be particularly vulnerable to the manipulative tactics employed by
these technologies. This finding is of particular concern given the increasing prevalence of
persuasive technologies among younger generations.
Here is an example of the findings from the study, showing exactly where and how the
persuasive technologies had an effect:
Example of Findings: Anxiety and Patience
One of the key findings of the study was that persuasive technologies can trigger heightened
anxiety levels and reduced patience among individuals. This was evident in the experimental
prompts, where participants exhibited increased anxiety and haste in checking their phones in
response to persuasive cues. This behavior suggests that persuasive technologies can create a
sense of urgency and anticipation, leading individuals to prioritize checking their devices
over other tasks or activities.
Literature Review
The pervasive impact of persuasive technology on generational behaviors has garnered
significant scholarly attention. Fogg's Behavior Model (2003) presents a compelling
framework illustrating how motivation, ability, and triggers intersect to induce intended
actions through technological interfaces (1). Highlighting the persuasive prowess of social
media platforms, Harris (2016) and Kuss et al. (2018) underline their adept use of
psychological triggers to sustain user engagement (2)(3). Their studies underscore persuasive
technology's far-reaching effects, especially in shaping the decision-making and habitual
behaviors of younger demographics.
Further insights into the psychological implications of persuasive technology emerge from
studies by Oulasvirta et al. (2012) and Li et al. (2019) (4)(5). Oulasvirta et al. delve into the
impact of design elements within persuasive interfaces on cognitive processes and user
behaviors (4). Conversely, Li et al.'s work delves into the evolving role of persuasive
technology, elucidating its influence on generational attitudes and behaviors. These studies
collectively advocate for a nuanced comprehension of how technology, user psychology, and
societal dynamics converge to shape behaviors.
Future Works
Longitudinal Studies: The present research offers valuable insights into the immediate
impact of persuasive technologies on behavior, well-being, and social interactions. However,
future studies could adopt a longitudinal approach to assess the long-term effects of
persuasive technologies. Tracking participants over an extended period would provide a
deeper understanding of how these technologies contribute to the formation of enduring
habits and attitudes.
Diversity in Participants: Expanding the participant pool to include a more diverse
demographic could enhance the generalizability of the findings. Different age groups, cultural
backgrounds, and socioeconomic statuses may respond differently to persuasive technologies.
A more comprehensive understanding of these varied responses can be crucial in tailoring
interventions or guidelines.
Exploring Different Persuasive Techniques: The study primarily focused on notification
prompts and health and wellness applications. Future research could delve into other
persuasive techniques employed by various platforms, such as personalized content
recommendations, social validation features, or gamification elements. Understanding the
nuances of different persuasive strategies can contribute to a more comprehensive framework.
This review synthesizes a range of studies that delve into the intricate workings and
ramifications of persuasive technology's influence on generational behaviors. From Fogg's
theoretical framework to empirical investigations by Harris, Kuss, Oulasvirta, and Li, a
comprehensive understanding emerges of how persuasive technology molds attitudes,
behaviors, and societal norms across diverse age groups.
Conclusion
The study rigorously explores how persuasive technology shapes human behavior, focusing
on increased phone-checking behaviors and the subsequent rise in anxiety levels. It highlights
technology's pronounced impact on younger generations' decision-making processes and
daily routines. Additionally, the study examines the integration of health applications,
revealing positive outcomes such as heightened commitment to fitness and reduced stress
levels. However, it emphasizes the imperative need for a comprehensive understanding of
individual differences and the sustainability of these effects over time.
Throughout the experiments, a discernible trend emerged: participants exhibited
progressively shorter response times while checking their phones, indicating a direct link
between technological prompts and heightened anxiety. This illuminates a concerning
association between technology use and emotional well-being.
Analyzing age demographics, the study uncovers a significant susceptibility among younger
individuals to technology-induced behaviors. Particularly, participants under 20 demonstrated
a substantial inclination towards these behaviors, emphasizing the necessity for age-tailored
considerations in technology design.
The integration of health apps showcased encouraging results, with participants using apps
like MyFitnessPal and Headspace reporting increased exercise duration and reduced stress
levels. Yet, the study emphasizes the need for a nuanced examination of individual variations
and the lasting impacts of persuasive technologies.
In essence, the research advocates for a balanced approach to technological advancement. It
calls for mindful innovation that harnesses the positive potential of persuasive technology
while prioritizing societal welfare and the holistic well-being of present and future
generations. This study's insights serve as a crucial foundation for responsible technological
evolution and further exploration.
References
1. Fogg, Brian J. "A behavior model for persuasive design." Proceedings of the 4th international
Conference on Persuasive Technology. 2009. https://sci-hub.se/10.1145/1541948.1541999\
2. Tristan Harris, President and Cofounder of the Center for Humane Technology in The Social
Dilemma
3. Kuss, Daria J., et al. "Problematic mobile phone use and addiction across generations: The
roles of psychopathological symptoms and smartphone use." Journal of technology in
behavioral science 3 (2018): 141-149.\
4. Oulasvirta, A., et al. (2012). How do people tap when walking? An empirical investigation of
nomadic data entry. ACM Transactions on Computer-Human Interaction (TOCHI), 19(2), 1-
28.
5. Li, L., et al. (2019). Generational Differences in the Use of Information and Communication
Technologies. Computers in Human Behavior, 96, 317-325.
6.