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  1. Influencing laughter with AI-mediated communication.Gregory Mills, Eleni Gregoromichelaki, Chris Howes & Vladislav Maraev - 2021 - Interaction Studies 22 (3):416-463.
    Previous experimental findings support the hypothesis that laughter and positive emotions are contagious in face-to-face and mediated communication. To test this hypothesis, we describe four experiments in which participants communicate via a chat tool that artificially adds or removes laughter, without participants being aware of the manipulation. We found no evidence to support the contagion hypothesis. However, artificially exposing participants to more lols decreased participants’ use of hahas but led to more involvement and improved task-performance. Similarly, artificially exposing participants to (...)
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  • Persuasion in science communication : Empirical findings on scientific weblogs.Monika Hanauska & Annette Leßmöllmann - 2021 - Interaction Studies 22 (3):343-372.
    Science communication has gained high importance in the current knowledge and risk society. Nevertheless, there is still a lack of qualitative studies on how non-experts and experts engage in opinionated scientific debates and which linguistic devices they use to gain influence on other people’s attitudes toward a scientific issue. In our study, we examine dialogical modes of science communication (i.e. weblogs) used by bloggers and audiences to engage into opinionated discourse about scientific endeavors. As those exchanges easily lead to controversies (...)
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  • Persuasion in science communication.Monika Hanauska & Annette Leßmöllmann - 2021 - Interaction Studies 22 (3):343-372.
    Science communication has gained high importance in the current knowledge and risk society. Nevertheless, there is still a lack of qualitative studies on how non-experts and experts engage in opinionated scientific debates and which linguistic devices they use to gain influence on other people’s attitudes toward a scientific issue.In our study, we examine dialogical modes of science communication (i.e. weblogs) used by bloggers and audiences to engage into opinionated discourse about scientific endeavors. As those exchanges easily lead to controversies between (...)
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  • What influences influence? : How the communicative situation influences persuasion.Kerstin Fischer & Jaap Ham - 2021 - Interaction Studies 22 (3):291-302.
    This special issue addresses how aspects of the communicative situation influence how influential persuasive utterances (or other strategies of influence) are in their contexts of use. Specifically, we study the effects of interactional, speaker-, addressee- and channel-related factors and of the interpersonal relationship between speaker and hearer, as well as the effects of referring to the shared context itself. The papers combined in this special issue provide evidence for the considerable impact of the here and now of the interactional context (...)
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  • What influences influence?Kerstin Fischer & Jaap Ham - 2021 - Interaction Studies 22 (3):291-302.
    This special issue addresses how aspects of the communicative situation influence how influential persuasive utterances (or other strategies of influence) are in their contexts of use. Specifically, we study the effects of interactional, speaker-, addressee- and channel-related factors and of the interpersonal relationship between speaker and hearer, as well as the effects of referring to the shared context itself. The papers combined in this special issue provide evidence for the considerable impact of the here and now of the interactional context (...)
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  • The influence of repeated interactions on the persuasiveness of simulation : A case study on smoking reduction.Kenny K. N. Chow - 2021 - Interaction Studies 22 (3):373-395.
    Mental or computer simulation of cause and effect of certain behaviors is a recognized approach to changing one’s attitude or triggering an action. Meanwhile, psychology research results suggest that frequency of simulation may affect the corresponding persuasiveness. This paper argues that with always-on sensing and data-driven visualization technologies, interactive tangible systems can be designed to simulate hypothetical outcomes of real-life behaviors in everyday contexts, which repeatedly stimulate users’ imagination of behavioral consequences and thereby behavioral intentions. To investigate the effect, a (...)
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  • The influence of repeated interactions on the persuasiveness of simulation.Kenny K. N. Chow - 2021 - Interaction Studies 22 (3):373-395.
    Mental or computer simulation of cause and effect of certain behaviors is a recognized approach to changing one’s attitude or triggering an action. Meanwhile, psychology research results suggest that frequency of simulation may affect the corresponding persuasiveness. This paper argues that with always-on sensing and data-driven visualization technologies, interactive tangible systems can be designed to simulate hypothetical outcomes of real-life behaviors in everyday contexts, which repeatedly stimulate users’ imagination of behavioral consequences and thereby behavioral intentions. To investigate the effect, a (...)
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