Purpose of the Study
The purpose of this study is to evaluate the theoretical mechanisms of interactive impacts of interactivity based on a definitive definition of the meaningful functioning and motivational effects of interactivity – the primary mediators of customer management. This paper examines whether integrating interactivity with essential motivational materials is key to a successful deal. The article defines user management in two ways and assesses whether compliance mediates the effects of different types of interactivity.
Theories
The basic principles of practice presented in this article are two aspects of user management, mobilization and message improvement. Customer management is defined as the emotional or cognitive attitude towards the work that users do. Consumer management mainly refers to knowledge acquisition in the field of human-computer interaction, while the term has been used to refer to extension or knowledge sharing in persuasive studies. Expansion is said to be a transgressive process, where individuals bring ideas and past experiences to different issues to evaluate an argument. At the same time, absorption unifies people and focuses more on narrative. However, both scenarios generally represent a situation in which users fully invest their cognitive abilities and resources to process information from the media. Knowledge and extension are used as indicators of user engagement.
Another principle underlying the article is modernization interactivity and user management. The concept of interactivity implies that three types of interactivity are central in delivering interactive messages. Interactivity is a medium, feature, and messaging feature based on the three main components of communication. Medium-based interactivity is defined as the variety of tools or techniques available in the interface to access and interact with information. This explains how modernity interactivity contributes to a more visceral user experience, which reduces the distance between real and mediated environments. The management of the media interface is evident and apparent. Therefore, good modality interactivity is synonymous with a natural, intuitive, easy-to-use interface that enables users to increase their perceptual, motor, and cognitive abilities by increasing the constant bandwidth of the interface with the content provided by the interface.
Research questions
Does interactivity help or inspire persuasion in an individual? (DIF)
Is the integration of interactivity into the key persuasive content valuable to successful persuasion? (REL)
Do the two types of user management mediate the impacts of the kinds of interactivity on belief differently? (DIF)
Variables
The dependent variables, such as attitudes towards smoking, were measures by the same items used for the preexisting attitudes measure. For attitudes towards antismoking messages, participants indicated how we, the adjectives informative, believable, objective, insightful, bright, and exciting describe the words that were delivered by the website.
In the mediating variables, the interface assessment measure consisted of three items on a Likert scale.
In the moderating and control variable, participants indicated if information about smoking is essential or not, or relevant or not or needed or not.
Weaknesses and limitations
A significant limitation of this study was that the sample consisted of only college students, with very few established smokers. Therefore, future research should seek to verify the theoretical models emerging from this study by testing them with samples of smokers and others who may be resistant to persuasion, to more fully understand the academic as well as the practical value of interactivity in online communication programs.