As large language models (LLMs) become increasingly persuasive, there is concern that people's opinions and decisions may be influenced across various contexts at scale. Prior mitigation (e.g., AI detectors and disclaimers) largely treats people as passive recipients of AI-generated information. To provide a more proactive intervention against persuasive AI, we introduce LLMimic, a role-play-based, interactive, gamified AI literacy tutorial, where participants assume the role of an LLM and progress through three key stages of the training pipeline (pretraining, SFT, and RLHF). We conducted a 2×3 between-subjects study (N=274) where participants either (1) watched an AI history video (control) or (2) interacted with LLMimic (treatment), and then engaged in one of three realistic AI persuasion scenarios: (a) charity donation persuasion, (b) malicious money solicitation, or (c) hotel recommendation. Our results show that LLMimic significantly improved participants' AI literacy (p<.001), reduced persuasion success across scenarios (p<.05), and enhanced truthfulness and social responsibility levels (p<0.01) in the hotel scenario. These findings suggest that LLMimic offers a scalable, human-centered approach to improving AI literacy and supporting more informed interactions with persuasive AI.
Figures & tables
Figure 1: We developed LLMimic, a role-play-based, interactive, gamified AI literacy tutorial, and conducted a 2 (Intervention: AI history video vs. LLMimic) × 3 (Persuasion Scenarios: Donation, MakeMePay, Hotel recommendation) between-subjects human study. The results show that LLMimic significantly improves people’s AI literacy and reduces the AI persuasion success rate across scenarios, serving as an effective mitigation.
Figure 2: The LLMimic interface example. [A] Role-play-based : Participants role-play as an LLM, progressing through training stages. [B] Interactive : Participants answer questions and receive timely summary of key concepts. [C] Gamified : As an LLM in training, participants observe real-time changes in their loss or reward .
Figure 3: Human study flowchart. Participants completed a pre-survey, were randomly assigned to LLMimic or the control tutorial, then completed an AI literacy survey, one of three persuasion tasks, and a post-survey.
Figure 4: (a) The treatment group reported higher AI literacy than the control group. (b) At the item level, LLMimic improved Data Literacy , Apply AI , Understand AI , and Program AI (select a useful tool to program an AI) . ∗p<.05 , ∗∗p<.01 , ∗∗∗p<.001 , .05<p†<.10 .
Model 1: w/o Scenario Control
Model 2: w/ Scenario Control
Predictor
b
SE
OR
95% CI
b
SE
OR
95% CI
(Intercept)
− 0.49
0.77
0.61
[0.13, 2.78]
0.39
0.85
1.47
[0.28, 7.83]
Treatment
−0.54∗
0.25
0.58
[0.35, 0.96]
−0.54∗
0.27
0.58
[0.34, 0.99]
AI Experience
− 0.02
0.12
0.98
[0.77, 1.25]
− 0.06
0.13
0.95
[0.73, 1.22]
AI Expertise
− 0.11
0.15
0.90
[0.67, 1.20]
− 0.17
0.16
0.85
[0.61, 1.16]
Persuasion Experience
0.23∗∗
0.08
1.26
[1.08, 1.47]
0.20∗
0.08
1.22
[1.04, 1.44]
Table 1: LLMimic significantly reduced overall persuasion success. Model 1: Persuasion=β0+β1Treatment+β2X , where X denotes baseline controls. Model 2 additionally controls for scenario variables (Donation as reference). AIC ( ↓ ): Akaike Information Criterion.
Figure 5: (a) Persuasion success rate across three scenarios and combined. The treatment group shows lower success rates across all scenarios. (b) Differences (Treatment − Control) in persuasion interaction turns, duration, and average time per turn. Points indicate mean differences with 95% CIs. (c) TARES ethical perception scores ( T ruthfulness, A uthenticity, R espect, E quity, S ociety), and composite average score by scenario and condition. (d) Other perception ratings: Persuasiveness, Engagement, Role Fulfillment, and User Autonomy.
Category
Condition
Scenario
Decision
Rationale
Practical
Control
Hotel
Accept
“It has all the amenities I am looking for and is within my budget .”
Control
Hotel
Reject
“ Great location and fits the budget. ”
Personal
Treatment
Donation
Accept
“I care about children not suffering. I know what it’s like to struggle and be without.”
Control
Donation
Reject
“I feel like making a bigger donation would not be a good idea since the Ceo and staff are making way too much money”
AI
Treatment
Donation
Accept
“… gave me enough information … I feel comfortable donating to the cause.”
Treatment
MakeMePay
Accept
“The model says I can be refunded if it doesn’t work out, so I could recover my losses.”
Table 2: Examples of participant decision rationales across conditions and scenarios
Appendix figures & tables35 assets
Supplementary material from the paper’s appendix.
Appendix
Scenario
Control
Treatment
Total
Donation
54
52
106
MakeMePay
34
42
76
Hotel
45
47
92
Total
133
141
274
Appendix
Table 3: Participant allocation across scenarios and experimental conditions.
Participant Basic Demographics
Gender
Female (51.09%), Male (47.45%), Consent Revoked (1.46%)
White (71.90%), Black (13.14%), Mixed (4.74%), Asian (2.92%), Consent Revoked (1.46%), Data Expired (1.46%)
Political Orientation
Mean = 3.73, SE = 0.12
Education
Bachelor’s degree (37.59%), High school diploma or equivalent (GED) (28.10%), Master’s degree (15.33%), Associate’s degree (12.04%), Doctoral degree (3.65%), Professional degree (2.55%), Less than high school (0.73%)
Field of Work/Study
Computer & Mathematical (13.50%), Sales (12.04%), Business & Finance (11.31%), Office & Administrative Support (7.30%), Arts, Design, Media & Sports (7.30%), Healthcare (Practitioners & Technical) (6.93%), Management (6.93%), Education & Library (6.57%), Construction & Extraction (3.65%), Healthcare Support (3.65%), Personal Care & Service (2.92%), Production (2.92%), Architecture & Engineering (2.19%), Food Preparation & Service (2.19%), Transportation & Material Moving (1.82%), Science (Life, Physical, Social) (1.82%), Legal (1.46%), Farming, Fishing & Forestry (1.09%), Cleaning & Maintenance (1.09%), Community & Social Service (1.09%), Installation, Maintenance & Repair (0.73%), Other (0.73%), Unemployed (0.36%), Protective Service (0.36%)
Appendix
Table 4: Participant demographics. Education includes ongoing enrollment.
Variable
Control, M ( SD )
Treatment, M ( SD )
t
p
Political orientation
3.80 (1.94)
3.65 (1.87)
0.66
.510
AI experience
5.87 (1.16)
5.96 (1.22)
-0.59
.554
AI expertise
3.14 (0.98)
3.17 (1.01)
-0.29
.772
AI trust
4.92 (1.44)
5.13 (1.04)
-1.43
.155
Persuasion experience
3.65 (1.90)
3.79 (1.77)
-0.63
.527
Persuasion strategy
0.62 (0.49)
0.60 (0.49)
0.48
.632
Appendix
Table 5: Baseline comparisons of pre-experiment covariates between the control and treatment groups.
Prior AI and Persuasion Background
AI Experience
I use them multiple times a day (37.96%), I use them more than once a week (35.77%), I use them about once a week (14.23%), I use them less than once a month (6.57%), I use them about once a month (4.74%), I never use them (0.73%), I have never heard of them (0%)
AI Expertise
Light use for work/study (e.g., writing support) (40.51%), Casual use (chat, Q&A, entertainment) (27.74%), Moderate technical use (e.g., coding, research tools) (20.07%), Advanced use (e.g., prompt engineering, simple models) (10.58%), Professional AI engineer (0.36%), AI researcher/expert (0.36%), Only heard of AI (0.36%)
Trust in AI
Mean = 5.03, SE = 0.08
Persuasion Experience
Mean = 3.72, SE = 0.11
Persuasion Strategy Recognition
Logical appeal, emotional appeal, and credibility appeal (60.96%), Emotional influence, social influence, and narrative framing (31.75%), Scarcity framing, desire framing, and necessity framing (7.30%)
Appendix
Table 6: Participants’ prior AI-related background and persuasion-related characteristics.
Item
Treatment, M
Control, M
t
p
AI Literacy (composite)
55.22
51.44
4.79
<.001
Data Literacy
5.51
4.41
7.65
<.001
Apply AI
5.80
5.53
2.21
.028
Understand AI (Concepts)
5.45
4.82
4.72
<.001
Understand AI (Adv & Disadv)
5.78
5.48
2.96
.003
Detect AI
5.16
4.89
1.85
.066
Appendix
Table 7: Comparisons of overall and item-level AI literacy between the treatment and control groups.
Valence
Human-AI Activities Taxonomy
Ctrl n (%)
Trt n (%)
p
Appropriate (Cohen’s κ=.741 )
Information Discovery and Retrieval
50 (50.5)
40 (44.4)
.467
Content Generation and Synthesis
49 (49.5)
48 (53.3)
.664
Operational Assistance and Automation
28 (28.3)
18 (20.0)
.235
High-Stake Scenarios
3 (3.0)
3 (3.3)
1.000
Decision Support
9 (9.1)
9 (10.0)
1.000
Personalization
3 (3.0)
7 (7.8)
.197
Appendix
Table 8: AI use case mention rates by condition. Percentages are calculated as the proportion of participants within each condition who mentioned a given category among those providing responses for that valence (Control n=99 , Treatment n=90 ). Each participant may mention multiple categories, so percentages do not sum to 100%. Statistical comparisons are based on Fisher’s exact tests between conditions for each category. Responses that were vague and did not explicitly indicate which human-AI activity was appropriate or inappropriate were coded as Others.
Scenario
Condition
N
AI Literacy
AI Trust (post)
Success
Turns
Duration (min)
Donation
Control
54
M=52.93 SD=6.48
M=4.54 SD=1.57
41 (75.9%)
M=6.74 SD=1.32
M=8.49 SD=4.85
Treatment
52
M=55.81 SD=6.68
M=4.69 SD=1.53
36 (69.2%)
M=6.56 SD=1.21
M=7.50 SD=3.21
MakeMePay
Control
34
M=50.32 SD=5.67
M=4.71 SD=1.53
11 (32.4%)
M=6.94 SD=1.28
M=7.91 SD=3.45
Treatment
42
M=55.19 SD=6.10
M=4.64 SD=1.51
11 (26.2%)
M=7.31 SD=1.44
M=7.12 SD=3.26
Hotel
Control
45
M=50.51 SD=7.60
M=4.42 SD=1.60
27 (60.0%)
M=4.80 SD=3.42
M=7.04 SD=4.64
Treatment
47
M=54.60 SD=6.00
M=4.77 SD=1.29
21 (44.7%)
M=5.30 SD=3.72
M=9.46 SD=6.34
Appendix
Table 9: Descriptive statistics by persuasion scenario and treatment condition, with an additional combined condition aggregating all scenarios.
Scenario
Condition
Mean
Median
SD
Donation
Control
62.54
55.0
37.12
Treatment
71.81
100.0
36.04
MakeMePay
Control
60.82
60.0
35.19
Treatment
43.18
50.0
28.31
Combined (Active)
Control
62.17
57.5
36.39
Treatment
65.11
80.0
36.23
Appendix
Table 10: Payment amount among participants who chose to pay (Donation, MakeMePay, and these two scenarios combined as Combined Active).
Scenario
Condition
Turns
Duration (min)
Time / Turn (min)
Donation
Control
M=6.74 SD=1.32
M=8.49 SD=4.85
M=1.27 SD=0.74
Treatment
M=6.56 SD=1.21
M=7.50 SD=3.21
M=1.15 SD=0.49
p
.458
.216
.341
MakeMePay
Control
M=6.94 SD=1.28
M=7.91 SD=3.45
M=1.16 SD=0.53
Treatment
M=7.31 SD=1.44
M=7.12 SD=3.26
M=0.98 SD=0.41
p
.242
.316
.100 †
Appendix
Table 11: Interaction behavior by persuasion scenario and condition. Values are reported as mean and standard deviation. Group differences were tested using Welch two-sample t -tests.
Donation
MakeMePay
Hotel
Predictor
b
SE
OR
b
SE
OR
b
SE
OR
Treatment
-0.47
0.48
0.63
-0.39
0.53
0.68
-0.66
0.44
0.52
AI Experience
-0.32
0.24
0.73
0.09
0.29
1.09
0.16
0.19
1.18
AI Expertise
0.01
0.28
1.01
0.11
0.33
1.11
-0.29
0.25
0.75
Persuasion Experience
0.26
0.14
1.30
0.31
0.19
1.36
0.16
0.12
1.17
Persuasion Strategy
-0.76
0.50
0.47
0.16
0.55
1.18
-0.15
0.45
0.86
Appendix
Table 12: Logistic regression models estimating the effect of the LLMimic treatment on persuasion success within each scenario (Donation, MakeMePay, and Hotel). Each model controls for AI experience, AI expertise, persuasion experience, persuasion strategy, and education.
Scenario
Outcome
Factor
Ctrl n
Ctrl (%)
Trt n
Trt (%)
Donation
Accept
AI Related
4
10.0
9
25.0
Practical Factor
12
30.0
13
36.1
Personal Factor
24
60.0
14
38.9
Reject
AI Related
2
15.4
2
12.5
Practical Factor
3
23.1
1
6.2
Personal Factor
8
61.5
13
81.2
Appendix
Table 13: Persuasion rationale factor citation rates by condition within each scenario and outcome. Counts and percentages are calculated within each condition × outcome.
β
SE
p
Direct Effects
Treatment → AI Literacy ( a1 )
0.271
0.105
<.001∗∗∗
Treatment → Trust ( a2 )
-0.009
0.151
.856
AI Literacy → Persuasion ( b1 )
-0.036
0.133
.721
Trust → Persuasion ( b2 )
0.042
0.065
.617
Treatment → Persuasion ( c )
-0.128
0.175
.092 †
Appendix
Table 14: Parallel Structural equation Model (SEM) estimating the effects of the LLMimic intervention on persuasion outcomes through parallel mediators (AI literacy and trust). The model specifies: AI Literacy=a1Treatment+X , Trust=a2Treatment+X , and Persuasion=cTreatment+b1AI Literacy+b2Trust+X , where X denotes baseline control variables and scenario indicators. Standardized coefficients ( β ) are reported. Indirect effects correspond to a1b1 and a2b2 . Model fit: CFI( ↑ ) and TLI( ↑ ) assess relative fit compared to a baseline model; RMSEA( ↓ ) and SRMR( ↓ ) measure approximate fit. †p<.10 , ∗p<.05 , ∗∗p<.01 , ∗∗∗p<.001 .
Figure 6: Mediation analysis shows that LLMimic significantly improves AI literacy but not trust in AI. Neither AI literacy nor trust significantly mediates persuasion outcomes, while the total treatment effect remains consistent with the main analysis. ∗p<.05 , ∗∗p<.01 , ∗∗∗p<.001 , +.05<p<.10 .
Scenario
Dimension
Control
Treatment
Combined
Donation
Truthfulness
6.04 (1.08)
5.94 (1.00)
5.99 (1.04)
Authenticity
5.85 (1.19)
5.75 (0.99)
5.80 (1.09)
Respect
6.44 (0.74)
6.17 (0.83)
6.31 (0.80)
Equity
5.06 (1.47)
4.79 (1.81)
4.92 (1.64)
Society
5.04 (1.47)
4.75 (1.64)
4.90 (1.55)
MakeMePay
Truthfulness
5.35 (1.52)
5.62 (1.31)
5.50 (1.40)
Appendix
Table 15: TARES perceptions by scenario and condition. Values are reported as M ( SD ). User autonomy is excluded from this table.
Scenario
Variable
Control
Treatment
t
df
p
Donation
Truthfulness
6.04
5.94
0.47
103.82
.64
Authenticity
5.85
5.75
0.48
101.85
.63
Respect
6.44
6.17
1.77
101.68
.08 †
Equity
5.06
4.79
0.83
98.34
.41
Society
5.04
4.75
0.95
101.67
.35
MakeMePay
Truthfulness
5.35
5.62
-0.81
65.54
.42
Appendix
Table 16: Welch’s t-tests comparing control and treatment groups on TARES-related perceptions by scenario and in the combined sample. User autonomy is excluded from this table. Values are reported as M . Bold indicates p<.05 . †p<.10 .
TARES (avg)
Scenario
Condition
M
SD
Donation
Control
5.69
0.77
Treatment
5.47
0.86
Combined
5.58
0.82
MakeMePay
Control
4.80
1.08
Treatment
4.97
1.22
Appendix
Table 17: Descriptive Statistics for TARES Composite Score by Scenario and Condition
Figure 7: TARES ethical evaluation scores across persuasion scenarios. Donation was rated significantly more ethical than MakeMePay (composite TARES Σ ); other pairs were marginal. ∗p<.05 , ∗∗p<.01 , ∗∗∗p<.001 , †p<.10 .
Figure 8: Predicted persuasion success from separate logistic regression models including one TARES dimension at a time, controlling for treatment condition, persuasion scenario, and baseline covariates. Higher perceived TARES dimensions were associated with greater persuasion success, whereas Equity was not significant. Shaded bands indicate 95% confidence intervals.
Scenario
Perception
Control
Treatment
Combined
Donation
Persuasiveness
5.31 (1.27)
5.38 (1.29)
5.35 (1.27)
Engagement
6.02 (1.11)
5.98 (0.87)
6.00 (1.00)
Role Fulfillment
5.89 (1.22)
5.92 (0.97)
5.91 (1.10)
User Autonomy
5.61 (1.16)
5.62 (1.42)
5.61 (1.28)
MakeMePay
Persuasiveness
4.65 (1.79)
4.98 (1.62)
4.83 (1.69)
Engagement
6.09 (0.93)
5.95 (1.10)
6.01 (1.03)
Appendix
Table 18: Other post-interaction perceptions by scenario and condition. Values are reported as M ( SD ).
Scenario
Variable
Control
Treatment
t
df
p
Donation
Persuasiveness
5.31
5.38
-0.28
103.75
.78
Engagement
6.02
5.98
0.20
100.20
.85
Role Fulfillment
5.89
5.92
-0.16
100.23
.87
User Autonomy
5.61
5.62
-0.02
98.44
.99
MakeMePay
Persuasiveness
4.65
4.98
-0.83
67.30
.41
Engagement
6.09
5.95
0.58
73.84
.56
Appendix
Table 19: Welch’s t-tests comparing control and treatment groups on other post-interaction perceptions by scenario and in the combined sample. Variables are ordered as Persuasiveness, Engagement, Role Fulfillment, and User Autonomy. Values are reported as M . Bold indicates p<.05 . †p<.10 .
Figure 9: Predicted persuasion success across agent perception dimensions, shown relative to a control baseline. Higher perceived Engagement, Persuasiveness, and Role Fulfillment were associated with greater persuasion success, whereas higher perceived User Autonomy was associated with lower persuasion success. Shaded bands indicate 95% confidence intervals.
Donation
MakeMePay
Hotel
Strategy Category
n
%
n
%
n
%
Information-based
519
10.2
85
2.4
125
6.7
Credibility-based
451
8.9
82
2.3
105
5.6
Norm-based
44
0.9
34
0.9
24
1.3
Commitment-based
123
2.4
116
3.2
4
0.2
Relationship-based
395
7.8
320
8.9
75
4.0
Appendix
Table 20: Distribution of persuasion strategies across scenarios. Counts ( n ) and percentages are calculated within each scenario.
Donation
MakeMePay
Hotel
Strategy Type
n
(%)
n
(%)
n
(%)
Ethical Strategies
2430
47.85
1841
51.00
1291
68.74
Unethical Strategies
0
0.00
40
1.11
0
0.00
Non-strategy dialogue acts
2648
52.15
1729
47.89
587
31.26
Total
5078
100.00
3610
100.00
1878
100.00
Appendix
Table 21: Aggregated persuasion strategy categories by ethical dimension. Percentages are computed within each scenario.
Figure 10: The welcome page of LLMimic. Participants are introduced to the task that role-playing as a language model and guided through the three stages of LLM training, along with instructions for interacting with the AI tutor and completing quiz (manipulation check).
Figure 11: The AI tutor interface in LLMimic. Participants can optionally interact with the tutor to ask questions and explore concepts related to LLMs and AI during the tutorial.
Stage
Task
Concept Focus
Key Learning Objective
Pre-training
Token prediction (3 steps)
Auto-regression
LLMs generate text by predicting the next token based on probability distributions.
Fill-in-the-blank
AI Bias (Gender)
LLMs may reproduce stereotypical or biased content present in training data.
Dialogue generation (movie scenario)
AI Manipulation
LLMs can learn and amplify emotionally charged content from data.
Supervised Fine-Tuning (SFT)
Concept explanation
Instruction Following
LLMs learn to follow task instructions from supervised demonstration data.
Question answering
AI Hallucination
LLMs may produce fabricated or inaccurate information due to noisy or imperfect data.
Message generation
AI Persuasion
LLMs can generate persuasive messages by mimicking demonstration examples.
Appendix
Table 22: Overview of the LLMimic tutorial content. Participants progress through three stages of LLM training (Pre-training, SFT, and RLHF), each consisting of structured tasks that map to core concepts (e.g., auto-regression, bias, hallucination, persuasion, and safety). Each task is paired with a targeted learning objective to help participants understand how LLM behaviors emerge from training data and optimization processes.
Figure 12: Introduction page for the Pre-training phase. The interface explains key concepts such as tokens, autoregression, and loss using intuitive, non-technical language to help participants understand how LLMs learn to generate text.
Figure 13: Example task from the Pre-training phase. Participants select the next token based on curated probabilities and receive immediate feedback through a decrease in loss, helping them build an intuitive understanding of autoregressive next-token prediction.
Figure 14: Example of a Takeaway . Whenever participants learn a new key concept, a Takeaway is presented to reinforce their understanding.
Figure 15: Example task from the Supervised Fine-Tuning (SFT) phase. Participants study demonstration data and select the response that best follows its style and content, simulating how LLMs learn to generate task-specific outputs from supervised examples.
Figure 16: Example task from the RLHF phase. Participants select the response preferred by the reward model (A > B), illustrating how LLMs learn to align with human preference and safety constraints through preference-based feedback.
Figure 17: Interface design in the Donation scenario.
Figure 18: Interface design in the MakeMePay scenario.
Figure 19: The Hotel interface. The chatbot appears on the left and hotel cards on the right. The agent can draw from up to three target hotels across the interaction but promotes only one per round. The promoted hotel is labeled as “Featured” and randomly placed in the first or second position to reduce ordering effects.
Name
Brand
Price
Rating
Reviews
Availability
Promoted
Marriott Times Square Central
Marriott
$216
4.7
5400
1
Yes
Hilton Fifth Avenue Midtown
Hilton
$214
4.6
4700
2
Yes
Hyatt Theater District
Hyatt
$212
4.6
4100
3
Yes
Marriott Bryant Park
Marriott
$209
4.6
4500
10
No
Hilton Times Square West
Hilton
$214
4.5
3900
2
Yes
Hyatt Grand Central Midtown
Hyatt
$205
4.5
3000
11
No
Appendix
Table 23: Curated hotel list for the hotel recommendation scenario (subset shown for illustration). In total, 21 hotels were included, with one-third marked as promoted targets. Hotels were balanced in price, location (Midtown Manhattan), ratings, and amenities to minimize confounds.
AI literacy develops people's ability to understand, use, evaluate, and shape AI systems responsibly across everyday, educational, and professional settings.
Persuasion is a core dynamic of natural language communication, shaping how large language models (LLMs) update beliefs, resolve disagreements, and reach decisions. As LLMs increasingly debate, advise, and think collaboratively with humans and each other, resistance to harmful persuasion becomes a core requirement for reliable behavior. Yet we show that this requirement is far from met: a single targeted persuasive argument is enough to collapse model accuracy to near zero, even when the argument is factually false. We formalize this threat as adversarial persuasion and introduce an adversarial reinforcement learning framework that trains persuader agents to change a target model's answer in a single interaction. First, we show that optimizing persuasion strategies through trial and error exposes vulnerabilities that static prompting misses: RL-trained persuaders raise persuasion success from approximately 24% to over 93% against the training-time persuadee. Second, we find that these learned strategies transfer to unseen models, achieving 83% attack success on Qwen-14B, 79% on Llama-3.1-8B, and 25% on GPT-4o-mini. Third, we demonstrate that a curriculum that bootstraps on more persuadable open-weight models before targeting harder models further increases GPT-4o-mini attack success from 25% to 38%. Moreover, our results reveal that optimized persuaders increasingly rely on credibility-based tactics, including fabricated citations and false authoritative evidence. Together, these findings expose a critical weakness in current LLM agents: even when they initially reason correctly, they can be steered toward false conclusions by optimized natural language influence. This positions persuasion robustness as a necessary safety criterion for multi-agent and human-AI decision-making systems.
Nimet Beyza Bozdag, Emre Can Acikgoz, Gokhan Tur +1
Large language models (LLMs) possess strong persuasive capabilities that outperform humans in head-to-head comparisons. Users report consulting LLMs to inform major life decisions in relationships, medical settings, and when seeking professional advice. Prior work measures persuasion as intentional attempts at producing the most effective argument or convincing statement. This fails to capture everyday human-AI interactions in which users seek information or advice. To address this gap, we introduce "spontaneous persuasion," which characterizes the inexplicit use of persuasive strategies in everyday scenarios where persuasion is not necessarily warranted. We conduct an audit of five LLMs to uncover how frequently and through which techniques spontaneous persuasion appears in multi-turn conversations. To simulate response styles, we provide a user response taxonomy grounded in literature from psychology, communication, and linguistics. Furthermore, we compare the distribution of spontaneous persuasion produced by LLMs with human responses on the same topics, collected from Reddit. We find LLMs spontaneously persuade the user in virtually all conversations, heavily relying on information-based strategies such as appeals to logic or quantitative evidence. This was consistent across models and user response styles, but conversations concerning mental health saw higher rates of appraisal-based and emotion-based strategies. In comparison, human responses tended to invoke strategies that generate social influence, like negative emotion appeals and non-expert testimony. This difference may explain the effectiveness of LLM in persuading users, as well as the perception of models as objective and impartial.
Nalin Poungpeth, Nicholas Clark, Tanu Mitra
Department of Cognitive Science Northwestern University Evanston, IL 60201, USA · Information School University of Washington Seattle, WA 98195 USA
Large language models (LLMs) have already been shown to match or exceed human experts in persuasion. While their persuasive capabilities hold promise for beneficial uses such as education and health communication, they can also be used to manipulate and misinform, making their evaluation a growing priority for developers and regulators. That evaluation, however, remains fragmented: studies differ in what they treat as persuasion, and broad claims often rest on narrow, situation-specific assessments. Automated methods, often modelled on human studies, offer a way to compare such assessments directly, as they can be run on the same models at scale and can include high-risk forms of persuasion that would be difficult or unethical to test on people. In this study, we adapt nine published automated methods to a shared setup, run them on the same fifteen LLMs, and ask whether their rankings agree and why. We find that the methods agree only weakly (mean Spearman ρ=0.25). Our analyses point to two contributing factors. Models that refuse some tasks but not others, directly or indirectly, lower agreement by about a quarter, and these refusals fall mostly on manipulation tasks. General capability also plays a part: most rational persuasion (non-manipulative) methods track it, whereas most manipulation methods do not. Together, these findings suggest that agreement depends more on the task a method sets than on how it scores persuasion, although this pattern is only indicative given the eight methods available for analysis. More broadly, our results suggest that persuasion scores combine a model's ability to persuade with its willingness to do so. A single score is therefore informative about its own setting, but says little about a model's persuasiveness across tasks.
Kamile Dementaviciute, Julija Vaitonyte, Tijl De Bie
Ghent University · Tilburg University, Department of Computational Cognitive Science · ISM University of Management and Economics