many forms—Web experiences, stand-alone kiosks, mobile phones, and more.
Although the forms of the technology may differ, the key principle is the same:
when it comes to persuasion, experience makes a difference.
Notes and References
For updates on the topics presented in this chapter, visit www.persuasivetech.info.
1. E. Reed, The Necessity of Expe rience (New Haven, CT: Yale University Press, 1996).
2. For example, see the following:
a. D. M. Towne, T. de Jong, and H. Spada (eds.), Simulation-Based Experiential Learning
(Berlin: Springer-Verlag, 1993).
b. Cognition and Technology Group at Vanderbilt, The Jasper experiment: An explora-
tion of issues in learning and instructional design, Educational Technology Research
and Development, 40 (1): 65–80 ...