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Case Maatschappij en Interactie (Gaming platform Blizzard) $6.39
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Case Maatschappij en Interactie (Gaming platform Blizzard)

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Case Maatschappij en Interactie 1e jaar Communicatie en Multimedia Design (2019/2020). Deze case bevat een onderzoek naar de game Wolrd of Warcraft en wat het verslavend maakt. Alle beïnvloedingsprincipes zijn toegepast, ook handig voor andere cases. Dit document bevat: Een inleiding, Beïnvloedin...

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Last document update: 3 year ago

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  • April 2, 2021
  • April 2, 2021
  • 26
  • 2020/2021
  • Case
  • Irma driessen
  • 9-10
avatar-seller
1




Maatschappij & interac�e
Rowin Danilo Ruizendaal P18 Git
500813624

, 2

Inhoud
Inleiding ......................................................................................................................................................................................................................................................... 4
De digitale verleiding .................................................................................................................................................................................................................................... 5
Wederkerigheid (reciprocity) .................................................................................................................................................................................................................... 7
Autoriteit (authority) ................................................................................................................................................................................................................................. 8
Sociale bewijskracht (social proof) ............................................................................................................................................................................................................ 9
Commitment (commitment & consistency) ............................................................................................................................................................................................ 10
Sympathie (liking) .................................................................................................................................................................................................................................... 10
Schaarste (scarcity).................................................................................................................................................................................................................................. 11
Triggers........................................................................................................................................................................................................................................................ 13
Betaalde triggers (paid triggers) .............................................................................................................................................................................................................. 13
Verworven triggers (Earned triggers) ...................................................................................................................................................................................................... 14
Relatie gerelateerde triggers (Relationship triggers) .............................................................................................................................................................................. 14
Toegestane triggers (Owned triggers) ..................................................................................................................................................................................................... 14
Interne triggers ........................................................................................................................................................................................................................................... 15
Hijacks ......................................................................................................................................................................................................................................................... 16
#1 if you control the menu you control the choices ............................................................................................................................................................................... 16
#2 Put a slot machine in a billion pockets ............................................................................................................................................................................................... 17
#3 Fear of missing something important ................................................................................................................................................................................................ 17
#4 Social approval ................................................................................................................................................................................................................................... 18
#5 Social reciprocity ................................................................................................................................................................................................................................ 19




Maatschappij & interactie

, 3

#6 Bottomless bowls, infinite feeds, autoplay ........................................................................................................................................................................................ 19
#7 instant interruption vs respectful delivery ......................................................................................................................................................................................... 20
#8 bundling your reasons with their reasons .......................................................................................................................................................................................... 21
#9 inconvenient choice............................................................................................................................................................................................................................ 22
#10 Forecasting errors, foot in the door strategies ................................................................................................................................................................................ 22
Fogg behavior model................................................................................................................................................................................................................................... 23
Bibliografie .................................................................................................................................................................................................................................................. 25




Maatschappij & interactie

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