TY - JOUR
T1 - Does humanization or machinization make the IoT persuasive? The effects of source orientation and social presence
AU - Kang, Hyunjin
AU - Kim, Ki Joon
PY - 2022/4
Y1 - 2022/4
N2 - The advent of Internet of Things (IoT) technology has revolutionized both the roles and functions of everyday objects and how users interact with them. Using artificial intelligence (AI) and an advanced capacity for communication, smart objects can now function as communication sources and deliver persuasive messages. This study investigates how different types of agency and source cues shape the persuasiveness of a smart object via social presence. When users interacted with a smart object that exerted its own agency, they sensed greater social presence when the object used machine cues rather than human cues. Conversely, when users interacted with a smart object that allowed the user to exercise their own agency, human cues, rather than machine cues, produced greater feelings of social presence, which enhanced the persuasiveness of the messages conveyed by the object. However, the persuasive effects of social presence were reversed when the interaction prompted AI anxiety in the user.
AB - The advent of Internet of Things (IoT) technology has revolutionized both the roles and functions of everyday objects and how users interact with them. Using artificial intelligence (AI) and an advanced capacity for communication, smart objects can now function as communication sources and deliver persuasive messages. This study investigates how different types of agency and source cues shape the persuasiveness of a smart object via social presence. When users interacted with a smart object that exerted its own agency, they sensed greater social presence when the object used machine cues rather than human cues. Conversely, when users interacted with a smart object that allowed the user to exercise their own agency, human cues, rather than machine cues, produced greater feelings of social presence, which enhanced the persuasiveness of the messages conveyed by the object. However, the persuasive effects of social presence were reversed when the interaction prompted AI anxiety in the user.
KW - Internet of things
KW - Artificial intelligence
KW - Persuasion
KW - User agency
KW - Machine agency
KW - Source cue
KW - Social presence
UR - http://www.scopus.com/inward/record.url?scp=85121630885&partnerID=8YFLogxK
UR - https://www.scopus.com/record/pubmetrics.uri?eid=2-s2.0-85121630885&origin=recordpage
U2 - 10.1016/j.chb.2021.107152
DO - 10.1016/j.chb.2021.107152
M3 - RGC 21 - Publication in refereed journal
SN - 0747-5632
VL - 129
JO - Computers in Human Behavior
JF - Computers in Human Behavior
M1 - 107152
ER -