Modeling Engagement and Disengagement with a
Social Network Using the Participation Continuum
Jonathan Bishop
Crocels Research CIC
Crocels Community Media Group
Swansea, Wales
https://orcid.org/0000-0002-9919-7602
Ashu M. G. Solo
Maverick Trailblazers Inc.
Wilmington, Delaware, U.S.A.
amgsolo@mavericktrailblazers.com
Abstract—The online landscape is an evolving sphere where
individual participation in social networks undergoes a complex
transitional flow. This research paper introduces a novel
framework employing the concepts of participation continuum
and transitional flow of persuasion (TFP) to map the user's
journey through various stages of interaction in online
communities. Through this lens, this research paper elucidates
how external factors such as trolling or brand affinity can
catalyse shifts in a user's beliefs, attitudes, and engagement
levels, thereby propelling him/her through various optimum
motive situations from equilibrium to disruption and ultimately
to a new state of equilibrium. An algorithm is subsequently
presented to quantitatively assess the effectiveness of seduction
mechanisms employed by social networks to induce brand
identification and user engagement. The research study
culminates in a detailed analysis of how this algorithm can
strategically guide users from a state of disengagement to
committed participation. Through its theoretical framework
and algorithmic model, this research paper advances our
understanding of persuasive techniques in social networks and
provides actionable insights for enhancing user participation
and brand loyalty.
Keywords—participation continuum, ecological cognition,
seductive hypermedia, captology, human-computer interaction,
computational psychology, algorithmic psychology, mathematical
psychology
I. INTRODUCTION
This research paper presents the latest innovations based
on the ecological cognition framework (ECF) [1-4]. This
theory is used by the authors to show how social networks can
better understand the nature of their users and persuade them
to participate in their online communities to a greater extent
so that they can feel a sense of enhancement in their lives.
A. Persuasive Social Networks and Hypermedia Seduction
The concept of hypermedia seduction relates
metaphorically to the orchestration of specific actions or
responses (and particular elements) that facilitate the onset of
(or influence) desired changes within a user’s behaviour. In
the case of this research paper, this definition will be used to
explain the steps that developers can take to increase the
association between an actor and a social network and lead to
the actor engaging with the social network. However, there
are some limitations with the original model of hypermedia
seduction [5-7] so instead the participation continuum [8]
based on the ecological cognition framework [4] will be used.
It has been argued that the first stage of seduction is
inducement, which occurs instantaneously (or momentarily)
prior to interaction where its role is to evoke attraction or to
distract the user [5-7]. That which is referred to as an
inducement is perhaps the stimulus. If an actor is using a
social network and is then presented with a hyperlink, it may
lead to an affordance, which leads the actor to click on it. A
strategically placed hyperlink could be considered an
inducement if it is placed there to change the plans of the user.
Such hyperlinks are referred to as persuasive mediating
artefacts [9].
Mbakwe and Cunliffe argue that the next two stages of
seduction are negotiation and suggestion. In these stages, they
suggest that an actor is subject to an experience and then is
convinced that he/she has achieved his/her goal. They also
suggest that at this point the actor can cease using the interface
if he/she feels his/her goals have not been met. Perhaps what
is being attempted to be described is the process of an actor
achieving consonance through developing beliefs about the
system that are compatible with his/her cognitions. If an actor
experiences a desire after perceiving a mediating artefact, thus
developing a plan to use it, he/she will use it if he/she achieves
consonance of his/her cognitions. That is, he/she will use the
artefact if the plan to use it is consonant with his/her existing
plans as well as his/her goals, values, beliefs, and interests. If
the actor uses the mediating artefact in the way suggested
through its affordances, he/she will have been persuaded,
which is what has been indicated is the final stage of seduction
[5-7]. Persuasion would have occurred as the actor will have
developed specific beliefs about the system’s ability to meet
his/her goals, as opposed to his/her so-called responses being
reinforced, which has been indicated is necessary for the actor
to be seduced by the system. This is clearly not the case. The
actor will continue using the system and therefore be seduced
by it as long as he/she achieves consonance when he/she
experiences impetuses while using the system and will not
require so-called responses to be reinforced. The more plans
created by the impetuses generated by the system, the more
the actors will use the system provided that such plans are
consonant with their cognitions, particularly their goals, and
therefore result in deference or intemperance. If the system
meets some of the goals of the user, he/she may develop
beliefs that it does, which will mean he/she is more likely to
experience intemperance.
Social networks can be considered to be seductive if they
create impetuses that lead to desires that result in plans that
are consonant with an actor’s cognitions and therefore result
in the actors using the system for a longer period [4]. A system
could perhaps be considered highly seductive if it results in
actors experiencing deference as opposed to intemperance
through to ignorance.
II. THE PARTICIPATION CONTINUUM
The participation continuum provides an understanding of
how users can increase engagement with online communities
and transform their negative beliefs about participating into
positive thoughts and increased interaction [8]. Crucial to
understanding how users change their opinions from not
wanting to participate in a social network, for example, to
trusting it enough to engage is the concept of flow. When an
actor is engaged in a state of flow, his/her concentration is so
intense that he/she forgets about his/her fears and becomes
2023 Tenth International Conference on Social Networks Analysis, Management and Security (SNAMS) | 979-8-3503-1890-6/23/$31.00 ©2023 IEEE | DOI: 10.1109/SNAMS60348.2023.10375394