Case Maatschappij en Interactie (Gaming platform Blizzard)
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Course
Maatschappij & Interactie
Institution
Hogeschool Van Amsterdam (HvA)
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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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
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#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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