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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An Exploratory Study on the Outcomes of Influence Stra- tegies in Mobile Application Recommendations</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Perin Unal</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tuğba Taşkaya Temizel</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>P. Erhan Eren</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Informatics Institute, Middle East Technical University</institution>
          ,
          <addr-line>Ankara</addr-line>
          ,
          <country country="TR">Turkey</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2014</year>
      </pub-date>
      <fpage>27</fpage>
      <lpage>40</lpage>
      <abstract>
        <p>The rapid growth in the mobile application market presents a significant challenge to find interesting and relevant applications for users. Recommendation systems deal with ends such as movies and consumer goods that are consumed by users where similarity between consumer tastes is generally taken into account. On the other hand, recommendation systems for mobile applications differ from traditional systems in terms of the characteristics of the ends they recommend. They present applications that are not just the ends for consumption but also means to reach various ends. In almost all application stores mobile applications are grouped under headings that employ consensus or authority influence strategies such as the most popular, most downloaded, editor's choice or applications of the day. However in the literature, there is limited information about the users' perception of such influence strategies and underlying factors that lie beyond the users' preferences. The traditional persuasion literature suggests that people are more likely to accept recommendations when the sources display persuasive messages during the interaction. However the effect of visibility modality in the display has not been extensively studied. The effects of visible and semi-visible persuasive messages are analyzed and compared in this study. The users' compliance with persuasive messages in the mobile application recommendation domain is examined. The question of how the persuadability of users affects their compliance is further explored.</p>
      </abstract>
      <kwd-group>
        <kwd />
        <kwd>Persuasion</kwd>
        <kwd>mobile application recommendations</kwd>
        <kwd>recommender systems</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Technology that is intentionally designed to change a person’s attitude or
behavior is called persuasive technology [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Persuasive technology of today is based
on attitude and behavior change theories and uses information technology as a
tool to change users’ attitudes or behaviors. Persuasive technology can be used in
software and information systems as well as welfare, commerce, education and
health [2]. Persuasive systems have recently become popular in many domains
such as energy saving, health, mobile and ubiquitous commerce.
      </p>
      <p>
        Persuasive Technologies employ influence strategies to attain their goal. Fogg [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
describes 40 strategies, Cialdini [3] describes 6 strategies and Torning and
OinasKukkonen [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] describes 28 strategies. Among them the most extensively studied
grouping by Cialdini [3] identifies the reciprocity, commitment and consistency,
28  
liking, scarcity, authority and social proof principles of persuasion. These six
principles are described as the means of influence that can affect the tendency of
people to comply with a request.
      </p>
      <p>Reciprocity refers to the fact that people feel obligated to the future repayment of
any favor, gift or like they receive. The obligation to repay is easily triggered by
obligation to receive. Although not requested or chosen, a favor or gift makes a
person feel indebted and obliged to return the favor. Consistency is a central
motivator for human behavior that is highly valued in society whereas inconsistency
is perceived as an undesirable personality trait. The commitment and consistency
principle refers to the fact that individuals tend to be consistent with their prior
choices, statements and actions. When an individual makes a commitment such as
taking a stand or going on record to do something, compliance will be attained
through the pressures of consistency. Liking refers to the principle that people are
more likely to accept requests from people that they know and like. It is known
that people respond favorably to requests from people they like than those they
dislike. The physical attractiveness of people, their physical, mental or personal
similarities with the self, familiarity and positive associations increase the
tendency for liking. Scarcity indicates the fact that the opportunities are more
valuable when their availability is limited. When there is limited supply of a good or
limited time left to purchase an item or service, people are more inclined to buy
and own it.</p>
      <p>
        The authority principle means that individuals are influenced by those that they
perceive to be in authorized positions and tend to accept the requests coming
from them. Authority may be symbolized by titles and signatures, style of dress
or uniforms or by credentials certifying their expertise. However there are
controversial issues related to the influence of authority figures in regard to the
relevance of their expertise and trustworthiness. People’s perception of a threat for their
freedom to choose can also lead to resistance for compliance [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Lack of social
interaction and cues such as eye contact, voice tone and wearing a uniform may
also affect the power of authority figures in online interactions. Guadagno and
Cialdini [6] point out that the authority principle is successful when used as a
decision heuristic in cyberspace, but is far less influential when used in an online
interactive discussion.
      </p>
      <p>
        The social proof principle, also known as the consensus principle, covers the idea
that when many people are doing something, it becomes socially acceptable to do
the same thing. The perception that other people find an alternative as appropriate
and desirable offers others a shortcut to the choice of that alternative. The claim
that a product is the bestselling or the most liked one gives enough evidence for
most people to buy that product. However, the opposite can also be true in that,
people also have a desire to consider themselves to be unique and different from
the majority, thus this strategy should be handled carefully and subtly applied [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
The effectiveness of social influence strategies in persuasive systems has been
studied by examining how an individual’s attitudes can be affected by verbal
messages presented by others. According to Chaiken [8] there are two primary
decision making strategies available to individuals; a heuristic approach as using
rules of thumb and shortcuts to make decisions or a systematic approach which
involves the rational and careful scrutinizing of the facts. Another model
developed for persuasive communications is Elaboration Likelihood Model (ELM).
There are two routes to persuasion in ELM. An individual may be persuaded
either by the central route as carefully evaluating the content of the persuasive
messages, or through the peripheral route where the individual uses simple cues
or rule of thumb [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Elaboration on the persuasive messages means that the
individual scrutinizes the message and underlying influence strategies according to
his motivation and ability. When the persuasive message is presented obviously
and visibly, it is likely that elaboration likelihood will be high. High elaboration
likelihood can trigger argumentation and cause resistance to persuasion. To avoid
resistance to persuasion, influence strategies may be embedded in a semi-visible
modality in persuasive messages. This refers to the subtleness of the persuasive
messages under evaluation.
      </p>
      <p>
        Persuasion profiles are defined as the expected effects of different influence
strategies for a specific individual. These profiles are supposed to be based on user
profiles such as demographics, personality traits, persuadability and behavioral
data [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Persuadability is an important scale in identifying persuasion profiles.
To measure persuadability, the need for cognition [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] is widely used as a scale
for a person’s compliance with persuasive requests. Kaptein et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] created a
12 item questionnaire to measure an individual’s susceptibility to the six
persuasion principles of Cialdini [3]. They showed that their scale is more powerful than
the need for cognition scale defined by Cacioppo [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] . Later, Kaptein et al
elaborated on the items of the questionnaire and developed a new scale called
Susceptibility to Persuasive Strategies Scale (STPS) [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. The questionnaire that is used
in this study to determine persuadability levels of participants is adopted from
Kaptein et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ][
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Rather than using the full scale, only the items presented
under the consensus and authority principles are used due to their relevance to the
focus of the study. In the mobile application recommendation domain,
implementations of consensus and authority influence strategies are predominantly used on
the basis of the most popular ones, most downloaded ones, editor’s choice,
applications of the day.
      </p>
      <p>
        Persuasive technology has promising features to foster mobile persuasion. Mobile
users predominantly prefer to use mobile applications rather than browsers to
access internet services. Application markets have grown rapidly as a result of
vesting user interest in mobile applications. Mobile application recommendation
websites and services fulfill the growing need to filter, rank and recommend the
best applications from the hundreds of thousands available. Some of these sites
operate in the official application marketplaces like the Genius of iTunes App
Store and the recommendations in Google Play. Other marketplaces like Amazon
Appstore, Yandex, Opera App Store also display recommendations for the users.
Recommender systems often aim to persuade people and thus they may be
accepted as adaptive persuasive technologies [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. These systems have been
successfully employed in recommending goods or information and enjoyed by many
users especially in the e-commerce field. They may suggest items to the users
according to their needs and preferences which help users to prune the huge
information bulk that is mostly useless. To prune information, there are two
wellknown methods [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]: The first method, content-based recommendation, is based
on recommending items similar to the items the user has preferred in the past.
The second method, collaborative recommendation, suggests items that other
customers with similar tastes and preferences liked in the past. In addition to the
underlying methods, user profiles and persuasion profiles may be processed and
added on the recommendation systems which can then be used to build
personalized relevant outputs.
      </p>
      <p>
        Little is known about the recommendation mechanism of Genius of iTunes App
Store or Google Play. Commercial mobile application recommendation systems
such as AppBrain, AppJoy and AppsFire are also developed to offer
recommendations to users. Among these systems, AppsFire allows users to form friendships
and share the applications they like. AppJoy [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] automatically measures
application usage patterns and recommends applications based on a collaborative
filtering method. AppBrain monitors the installation history and provides
recommendations in the same category.
      </p>
      <p>Recommender systems that are used for applications, may make use of persuasive
technologies and user persuasion profiles. Although they offer a promising field
of study, none of the previous research has studied the influence strategies
employed or that can be employed in the context of mobile application
recommendations. The main contribution of this paper is that the effects of influence strategies
are explored and then a comparison is undertaken with no influence strategies for
the first time in this domain. Furthermore the effects of visible and semi-visible
influence strategies are compared and examined in terms of user compliance in an
experimental context.</p>
      <p>The remainder of this paper is organized as follows. In section 2 methodology is
described. The design of the experiment and methodology is given in section 3.
The results and discussion are provided in section 4 followed by conclusion and
future work in section 5.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Experiment Design and Methodology</title>
      <p>There are two phases in this research; first employing a questionnaire to learn
about the user context and behavior in mobile environment, second conducting
experimental surveys in the field with visible and semi-visible persuasive
messages.
2.1</p>
      <sec id="sec-2-1">
        <title>Measuring Persuadability</title>
        <p>In the first part of the research, the participants were invited to complete a
persuadability questionnaire. The following 8-item persuadability scale which was
adopted from Susceptibility to Persuasive Strategies Scale (STPS) [8] was used to
assess a participant’s persuadability score. The items were scored on a 7-point
Likert scale ranging from totally disagree (1) to totally agree (7). The items were
as follows:</p>
        <sec id="sec-2-1-1">
          <title>Authority – I always follow advice from my general practitioner.</title>
          <p>– I am very inclined to listen to authority figures.
– I always obey directions from my superiors.
– I am more inclined to listen to an authority figure than to a peer.</p>
        </sec>
        <sec id="sec-2-1-2">
          <title>Consensus</title>
          <p>– If someone from my social network notifies me about a book, I tend to read it.
– When I am in a new situation I look at others to see what I should do.
– I often rely on other people to decide what I should do.
– It is important for me to fit in.</p>
          <p>The scale reliability is considered to be sufficient since the Cronbach Alpha value
was 0.819 for authority and 0.752 for consensus constructs. We computed the
persuadability scores for each of the authority and consensus strategy dimensions.
The overall persuadability score was calculated as the average of the 2
dimensions. This score was used to discriminate users as high, low and moderate
persuadables. The lowest quartile was addressed as low persuadables and the highest
quartile as high persuadables. The participants with scores in between were
considered to be moderate persuadables.
2.2</p>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>Experimental Design</title>
        <p>In the second phase of the study, an experimental design was conducted to test
the impact of influence strategies. The participants were assigned to two groups
based on their overall persuadability scores obtained in the first phase of the
study. The high and low persuadables were assigned to two groups with equal
proportion. One group was used as the control group with no treatment and the
other group was given treatments with persuasive messages employing authority
and consensus influence strategies. After the first experimental study with visible
persuasive messages, a second study was conducted which presents semi-visible
persuasive messages to the same persuasion group. The control group received no
influence strategies in either phase of the study
Prior to the experiments, the participants were informed that the purpose of the
study was to measure their involvement or interest in mobile applications. The
participants were asked to judge a total of 8 mobile application introductions
against a series of descriptive scales according to how they perceive the
introduction. The mobile applications were evaluated online in two sessions each covering
4 applications. The participants were also informed that the names of the
applications had been changed in order to eliminate any bias and/or commercial conflict.
Applications from major application categories, which may be of interest to the
participants, such as productivity, shopping, tools, personal life and messaging
were chosen. A pre-test was conducted to establish content validity in terms of
product involvement and to improve the questions, format and scales. A total of
10 people tested the applications and instruments in the field and their feedback
was incorporated into the final revision.
32  
The participants were presented with mobile application introductions on separate
screens and were expected to proceed one by one. The control group was given
the application introduction in 3 or 4 sentences as presented in the summaries of
application introductions in application markets like iTunes App Store or Google
Play. The persuasion group was presented with introductions that employ
persuasive messages such as the examples given below. The arguments contained in the
messages were selected by carrying out a preliminary study on mobile application
recommendation systems and mobile application advertisements. For each
application introduction, one of the persuasive messages was utilized. In the visible
version, the persuasive messages were given separately at the end of the
introduction and in semi-visible version the persuasive messages were embedded in the
introduction text. An example of one of the applications, a voice recorder, with
authority influence strategy is given below as an example. In visible presentation
the authority figure, namely IT News Magazine, was highlighted as the
recommender of the application. In semi-visible presentation, the persuasive message
was given in the body of the introduction subtly embedded in the sentence.</p>
        <sec id="sec-2-2-1">
          <title>Voice Recorder (Visible version)</title>
          <p>Voice Recorder is a mobile application to record voices. You can use this
application to record your classes, memos, greeting messages or other events. With 14
distinct sound effects you can add special effects, alter the tempo and convert
your recordings to different formats. You can upload your recordings to Dropbox
or Google Drive and send/share them whenever you want.</p>
          <p>This voice recording application is recommended by IT News.</p>
        </sec>
        <sec id="sec-2-2-2">
          <title>Voice Recorder (Semi-visible version)</title>
          <p>Voice Recorder is a mobile application to record voices that is recommended by
IT News magazine. You can use this application to record your classes, memos,
greeting messages or other events. With 14 distinct sound effects you can add
special effects, alter the tempo and convert your recordings to different formats.
You can upload your recordings to Dropbox or Google Drive and send/share
them whenever you want.</p>
          <p>The persuasive messages used for other applications in the visible versions were
as follows:
•
•
•
•
•</p>
        </sec>
        <sec id="sec-2-2-3">
          <title>This application is recommended by authorities of the field</title>
        </sec>
        <sec id="sec-2-2-4">
          <title>This application is the editor’s choice in Google Play.</title>
        </sec>
        <sec id="sec-2-2-5">
          <title>This application is a trending popular application.</title>
        </sec>
        <sec id="sec-2-2-6">
          <title>This application is downloaded more than N times.</title>
        </sec>
        <sec id="sec-2-2-7">
          <title>This application is most popular in its category in 2013. The participants were invited to evaluate each mobile application introduction. The relevance of the mobile application to the participant, the attitude towards the mobile application introduction and the purchase intention were used as const</title>
          <p>ructs for evaluation purposes. The constructs that are measured by 7 item Likert
scale given below were adapted from prior research to ensure that the scales were
reliable.</p>
          <p>
            Product Involvement (Importance); from unimportant to important [
            <xref ref-type="bibr" rid="ref17">17</xref>
            ]
• Product Involvement (Relevance); from of no concern to me to of
concern to me [
            <xref ref-type="bibr" rid="ref17">17</xref>
            ]
          </p>
        </sec>
        <sec id="sec-2-2-8">
          <title>Attitude towards; from disliked to liked a lot [18] • Purchase intention; definitely would not purchase to definitely would purchase [18]</title>
          <p>2.3</p>
        </sec>
      </sec>
      <sec id="sec-2-3">
        <title>Participants</title>
        <p>The empirical data was collected in December of 2013, using a questionnaire
which is e-mailed to the undergraduate and graduate university student lists of a
well-known university in Turkey. Of the 381 people who completed the
questionnaire, only 283 provided a contact e-mail. Therefore the invitation to
participate in the experiment was sent to these 283 participants based on their overall
persuadability index. The participants were offered a choice of two gifts for their
participation (either a 8 $ cinema ticket as a gratis or donation for a sapling on
their behalf). Among them, 180 participants completed the experiments, 80 of
them from persuasion group and 100 from control group. The overall
persuadability of the participants was distributed as 40 high persuadables, 45 low
persuadables and 95 moderate persuadables. The average age of participants was 21.7 and
just under half of the participants (47 %) were female.
2.4</p>
      </sec>
      <sec id="sec-2-4">
        <title>Hypotheses</title>
        <p>Prior to the experiments we formulated the following hypotheses:
H1: Evaluation of mobile applications does not differ between high, moderate
and low persuadables.</p>
        <p>H2: Evaluation of mobile applications does not differ according to gender.
H3: Evaluation of mobile applications does not differ with operating systems
used.</p>
        <p>H4: Evaluation of mobile applications does not differ between a user group
subject to persuasive messages and a user group not subject to persuasive messages.
H5: Users who are subject to authority persuasive messages will comply equally
with those users who are subject to consensus persuasive messages.
H6: Users who are subject to consensus persuasive messages will comply equally
with those users who are not subject to any persuasive messages.</p>
        <p>H7: Low persuadable users who are subject to authority persuasive messages will
comply equally with consensus persuasive messages.</p>
        <p>H8: High persuadable users who are subject to authority persuasive messages will
comply equally with consensus persuasive messages.</p>
        <p>H9: Users who are subject to visible persuasive messages will comply equally
with users who are subject to semi-visible persuasive messages.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results and discussion</title>
      <p>The normality of data is checked for all test variables with the
KolmogorovSmirnov Test and Shapiro-Wilk Test using SPSS. The results obtained from these
tests show that the data is normally distributed hence t-test, paired sample t-test
and ANOVA test are used for hypothesis testing.
3.1</p>
      <sec id="sec-3-1">
        <title>Persuadability</title>
        <p>The mean scores in user perception for authority, consensus and no influence
strategies are given in Figure 4.</p>
        <p>The hypothesis for evaluation of mobile applications does not differ between the
user groups that are subject to persuasive messages and those that are not subject
to persuasive messages. (H4) is rejected at 0.05 alpha value for purchase intention
(t=-2.037 p=0.043), importance (t = -2.78, p = 0.006), relevance (t = -2951, p =
0.004) and likeness (t = -3.336, p = 0.001).</p>
        <p>The users who are subject to authority persuasive messages will comply equally
with the users who are subject to consensus persuasive messages (H5) is rejected
at 0.05 alpha value for importance (t = -9.316, p &lt; 0.001), relevance (t = -8.211,
p &lt; 0.001), likeness (t = -6.079, p &lt; 0.001) and purchase intention (t=-8.225 p &lt;
0.001).</p>
        <p>The users who are subject to the consensus persuasive messages will comply
equally with the users who are not subject to any persuasive messages (H6) is
rejected for importance (t = 3.071, p = 0.002) and relevance (t = 2.133, p = 0.034)
but cannot be rejected for likeness (t = 0.533, p = 0.595) and for purchase
intention (t=-1.305, p=0.193) at 0.05 alpha value.
Influence Strategies on User Perception</p>
        <p>Influence Strategies for High and Low
Persuadables
The mean scores in user perception for authority and consensus influence
strategies for the high and low persuadables are given in Figure 5. For each of the
persuadability group whether there is a significant difference in users’ perception of
consensus and influence strategies is further tested.</p>
        <p>The hypothesis (H7) that low persuadable users who are subject to authority and
consensus persuasive messages will comply equally is rejected at 0.05 alpha
value for importance (t=-2. 477 p=0.018) and relevance (t = -2.62, p = 0.013).
However for likeness (t = -1.621, p = 0.114) and purchase intention (t = -1.952, p
= 0.059) null hypothesis cannot be rejected.</p>
        <p>Similarly, hypothesis (H8) that high persuadable users who are subject to
authority and consensus persuasive messages will comply equally is rejected at 0.05
alpha value for importance (t=-2. 916 p=0.006) and relevance (t = -2.648, p =
0.012). For likeness (t = -1.819, p = 0.078) and purchase intention (t = -1.878, p =
0.069) null hypothesis cannot be rejected as in the case of low persuadables.
3.3</p>
      </sec>
      <sec id="sec-3-2">
        <title>Visible and Semi-Visible Persuasive Messages</title>
        <p>Figure 6 shows the pairwise comparison results which revealed that perception of
semi-visible persuasive messages scored significantly higher than the visible
messages. The fifth hypothesis (H5) that the users who are subject to visible
persuasive messages will comply as equally as those users who are subject to
semivisible persuasive messages is rejected at 0.05 alpha value for four of the
evaluation factors. The null hypothesis (H9) is rejected for importance (t = -3.38, p =
0.001), relevance (t = -3.56, p = 0.001), likeness (t = -3.775, p &lt; 0.001) and
purchase intention (t=-3.052 p=0.003).</p>
        <p>The findings of this study provide an insight into the mechanisms of user
perception in the context of mobile application recommendations. Multiple
conclusions can be drawn from this research. First, the overall persuadability index
provides a viable instrument for user profiling through its influence on user
perceptions. More persuadable individuals who are generally more likely to accept
recommendations and who have a tendency to align with authority expressed
higher compliance with persuasive messages as expected. In other words, high
persuadable individuals are more likely to develop a positive attitude towards
persuasive messages whereas low persuadable individuals are more inclined to
develop distrust.</p>
        <p>Gender and operating system being used are other instruments that exhibit
significant differences on user perception. It is shown that females scored
significantly higher on perceived importance, relevance, likeness and purchase intention
with remarkably low significance levels. We can assume that females are high
persuadables compared to males. A similar comparison on the effects of operating
system being used indicate that iOS device owners score significantly higher on
purchase intention and relevance whereas there is not a significant difference in
terms of importance and likeness dimensions.</p>
        <p>The second conclusion we reach is that persuasive messages may result in
a concern about the frankness and smartness of the system and may lead to a
decline in the users’ perception of the system’s trustability and hence the users’
compliance with persuasive messages. However, the influence strategy deployed
in persuasive messages is distinctive in this context. The consensus influence
strategy leads to higher compliance levels than the authority influence strategy
whereas the authority influence strategy actually worsens the compliance level of
the members of the control group that is not subject to any persuasive messages.
Additionally, when the persuadability levels are considered, it is demonstrated
that the consensus influence strategy leads significantly higher scores for
perceived importance and relevance for both high and low persuadables.</p>
        <p>
          The third conclusion is that the compliance level is lower when the
persuasive messages are visible to the users compared with the semi-visible persuasive
messages. This result is consistent with previous research that noted the users’
resistance to persuasion when the persuasion intent is disclosed [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ].
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion and Future Work</title>
      <p>This study is important for its contribution to a recently developing field. There
are not many empirical studies conducted in this field especially in mobile
application recommendations. This study has provided results that can be used for
future research about consumer behavior and the persuasion profiles affecting it.
The model and findings may provide a useful framework for business model
developers and actors in the mobile application market.</p>
      <p>Based on the results reported in this paper, it appears that the use of persuasive
messages should be tackled cautiously. On average persuasive messages may
decrease the overall user compliance. In our framework, the consensus influence
strategy yielded a higher compliance in the persuasion group than the control
group that received no treatment. On the contrary, utilizing authority influence
strategy decreased user compliance. For user compliance, it does matter how the
persuasive messages are presented to the user. Semi-visible persuasive messages
effects are higher than the visible persuasive messages. Furthermore, the
persuadability of the users is an important determinant on users’ compliance with
recommendations. When designing recommendation systems for users these
findings can be used to increase the efficiency of the system.</p>
    </sec>
    <sec id="sec-5">
      <title>References</title>
    </sec>
  </body>
  <back>
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