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Digital Health and the Gamification of Life - How Apps Can Promote a Positive Medicalization (Hardcover): Antonio Maturo,... Digital Health and the Gamification of Life - How Apps Can Promote a Positive Medicalization (Hardcover)
Antonio Maturo, Veronica Moretti
R2,890 Discovery Miles 28 900 Ships in 12 - 19 working days

This book analyses the role of technology in the realm of health. Health apps can promote medicalization and the idea that health is an individual matter, rather than a political and social one. The authors base their arguments around three theoretical frameworks. Quantification: the growing importance in our society of markers, rankings, and scores, which thanks to digital devices is fueled by the ease with which it is now possible to collect data. Gamification: a powerful trend in digital society, using playful features to transform what are seen as dull tasks into competitive and appealing ones. Gamified self-tracking seemingly increases our productivity without oppressing us with apparent self-governance. Finally, Medicalization: a growing social phenomenon of the transformation of a 'normal' condition into something pathological. Several health apps presuppose a conception of the user as an individualized subject divorced from any social determinants of health. The authors investigate the possibility of people sharing their most private states leading to new forms of algorithmic surveillance. Alongside this negative vision of medicalization the authors recover the now-rare concept of positive medicalization, looking at how apps can work as positive self-help devices though promoting a medical framework. A selection of digital programs related to fitness in the workplace are also presented and discussed.

Understanding Comics-Based Research - A Practical Guide for Social Scientists: Veronica Moretti Understanding Comics-Based Research - A Practical Guide for Social Scientists
Veronica Moretti
R1,423 Discovery Miles 14 230 Ships in 9 - 17 working days

Understanding Comics-Based Research focuses on the contribution that comics can make to social research as part of a "Graphic social science" construct. Comics and graphic novels offer a juxtaposition of text and images bringing community-based participatory research multiple opportunities for communication. In this exploratory volume, Veronica Moretti illustrates how the graphic medium can help elicit participant’s narratives and how it supports new guiding principles in research, along with what barriers researchers may encounter using comics, and to what extent comics can be incorporated within traditional social research techniques.

Digital Health and the Gamification of Life - How Apps Can Promote a Positive Medicalization (Paperback): Antonio Maturo,... Digital Health and the Gamification of Life - How Apps Can Promote a Positive Medicalization (Paperback)
Antonio Maturo, Veronica Moretti
R1,042 Discovery Miles 10 420 Ships in 10 - 15 working days

This book analyses the role of technology in the realm of health. Health apps can promote medicalization and the idea that health is an individual matter, rather than a political and social one. The authors base their arguments around three theoretical frameworks. Quantification: the growing importance in our society of markers, rankings, and scores, which thanks to digital devices is fueled by the ease with which it is now possible to collect data. Gamification: a powerful trend in digital society, using playful features to transform what are seen as dull tasks into competitive and appealing ones. Gamified self-tracking seemingly increases our productivity without oppressing us with apparent self-governance. Finally, Medicalization: a growing social phenomenon of the transformation of a 'normal' condition into something pathological. Several health apps presuppose a conception of the user as an individualized subject divorced from any social determinants of health. The authors investigate the possibility of people sharing their most private states leading to new forms of algorithmic surveillance. Alongside this negative vision of medicalization the authors recover the now-rare concept of positive medicalization, looking at how apps can work as positive self-help devices though promoting a medical framework. A selection of digital programs related to fitness in the workplace are also presented and discussed.

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