An Emotion-Object-Interaction Framework for Exploration of Design Patterns of Massive Interpersonal Persuasion

T. Yamakami
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引用次数: 1

Abstract

Social media has been growing since the emergence of Web 2.0. Interpersonal diffusion has big potential for a new kind of media marketing. As the stay time in social media increases, it is crucial to make use of social media for marketing utilities. In order to cope with this need, it is important to create a framework for diffusion using a user experience diffusion mechanism. The large social graph capability of social networks has significant potential. However, the difficulty of controlling the behavior of social interaction presents challenges to coining a systematic methodology to deal with it. For facilitating the automation of user experience diffusion, the author proposes a framework called the "Emotion-Object-Interaction framework." The author discusses the best practices of the Emotion-Object-Interaction framework using the examples of social network services and mobile social games. The proposed framework focuses on the emotion of first user, then on symbolization of the emotion and interaction with it. This simple scheme provides a general framework for mass interpersonal persuasion.
情感-客体-交互框架探讨大规模人际说服的设计模式
自Web 2.0出现以来,社交媒体一直在增长。人际传播作为一种新型媒体营销具有巨大的潜力。随着人们在社交媒体上停留时间的增加,利用社交媒体进行营销变得至关重要。为了应对这种需求,使用用户体验扩散机制创建一个扩散框架是很重要的。社交网络的大社交图功能具有巨大的潜力。然而,控制社会互动行为的困难给建立一个系统的方法来处理它提出了挑战。为了促进用户体验扩散的自动化,作者提出了一个名为“情感-对象-交互框架”的框架。作者以社交网络服务和手机社交游戏为例,讨论了情感-对象-交互框架的最佳实践。提出的框架首先关注用户的情感,然后关注情感的符号化和与之交互。这个简单的方案为大规模人际说服提供了一个总体框架。
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