Digital health and the gamification of life :: how apps can promote a positive medicalization /
This book analyzes the role of health apps to promote medicalization. It considers whether their use is an individual matter, rather than a political and social one, with some apps based on a medical framework positively promoting physical activity and meditation, or whether data-sharing can foster...
Gespeichert in:
Hauptverfasser: | , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Bingley :
Emerald Publishing Limited,
2018.
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Ausgabe: | First edition. |
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | This book analyzes the role of health apps to promote medicalization. It considers whether their use is an individual matter, rather than a political and social one, with some apps based on a medical framework positively promoting physical activity and meditation, or whether data-sharing can foster social discrimination. |
Beschreibung: | 1 online resource (176 pages) : illustrations |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 178754365X 9781787543652 9781787543676 1787543676 |
Internformat
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100 | 1 | |a Maturo, Antonio Francesco, |e author. | |
245 | 1 | 0 | |a Digital health and the gamification of life : |b how apps can promote a positive medicalization / |c Antonio Francesco Maturo, Veronica Moretti. |
250 | |a First edition. | ||
264 | 1 | |a Bingley : |b Emerald Publishing Limited, |c 2018. | |
264 | 4 | |c ©2018 | |
300 | |a 1 online resource (176 pages) : |b illustrations | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Cover; Title; Copyright; Contents; About the Authors; List of Figures and Tables; Introduction; Chapter 1. Self-Tracking and the Quantification of Everyday Life; Abstract; 1. The Rise of Quantification and the Power of Numbers; 1.1. How Do to Things with Numbers; 2. Deconstructing Standardization; 3. From Social Classes to Personal Scores; 3.1. Big Brother is Rating You; 3.2. Algorithms and Data-Driven Research; 4. Take Home Message-1; Chapter 2. Getting Things Done: Gaming and Framing; Abstract; 1. The Infant Ethos of Capitalism: The Rise of Weisure | |
505 | 8 | |a 2. Taking Gamification Seriously. But, What is Gamification?3. (Super)Better Than Well: The Philosophy of Jane McGonigal; 4. Playful Governmentality and the Endoptikon. The Rise of Gamification; 4.1. Gamification and the Endoptikon; 5. Take Home Message-2; Chapter 3. How Apps Foster Medicalization; Abstract; 1. Therapy Culture and Healthism; 2. What is Medicalization?; 2.1. Defining Medicalization; 2.2. Drivers of Medicalization; 2.2.1. Economic Forces; 2.2.2. Consumers; 2.2.3. Technology; 2.2.4. Organization of Care; 2.3. Medicalization and Pharmaceuticalization | |
505 | 8 | |a 3. The Dsm and the Quantified Diagnosis3.1. The Triad: Disease, Illness, and Sickness; 3.2. The Sociology of Diagnosis; 3.3. The DSM and the Epidemic of Mental Disorders; 4. How Apps Foster the Medicalization of Mood; 5. Take Home Message-3; Chapter 4. The Self of the Quantified Self; Abstract; 1. Social Acceleration, Optimization, and the QS; 2. Optimization and Human Enhancement; 3. The Self of the QS: A Self-Entrepreneur?; 4. Take Home Message-4; Chapter 5. The Dark Side of Digital Health; Abstract; 1. Approaching Surveillance Through Sociological Theories; 2. Digital Surveillance | |
505 | 8 | |a 3. Health and Surveillance4. Softening of Self-Surveillance; 5. The Dark Side of Digital Health; 6. Take Home Message-5; Chapter 6. The Positive Medicalization: Digital Meditation; Abstract; 1. Anxiety Between Loss of Tradition and Social Acceleration; 2. Anxiety in the Risk Society; 3. The Headspace App and Research-Design; 3.1. Research Design; 3.2. The Quantitative Analysis; 4. Why is Meditation Relaxing and Stressful at the Same Time?; 4.1. Changes in Mood; 4.2. Bodily Changes; 4.3. Productivity; 4.4. Interactions with the App; 5. Taking Meditation as a (Digital) Therapy | |
505 | 8 | |a 5.1. Digital Therapy5.2. Stress; 5.3. Body Perception; 6. Take Home Message-6; Chapter 7. Exercise is (also) Medicine; Abstract; 1. Chronic Conditions, Ageing, and the Cost of Physical Inactivity; 1.1. The Inevitable Growth of Healthcare Costs; 1.2. Overall Decrease in PA; 2. Prescribing Pills of Exercise; 2.1. Physical Activity as a Therapy: The Case of Emilia-Romagna; 2.2. Digital Solidarity: The Initiative "Let's Move for a Better World"; 3. Fostering Positive Digital Medicalization; 4. The Spillover Effects of Fitness; 5. Take Home Message-7; Conclusion | |
520 | |a This book analyzes the role of health apps to promote medicalization. It considers whether their use is an individual matter, rather than a political and social one, with some apps based on a medical framework positively promoting physical activity and meditation, or whether data-sharing can foster social discrimination. | ||
588 | 0 | |a Print version record. | |
650 | 0 | |a Health |x Data processing. | |
650 | 6 | |a Santé |x Informatique. | |
650 | 7 | |a Medical sociology. |2 bicssc | |
650 | 7 | |a HEALTH & FITNESS |x Healthy Living. |2 bisacsh | |
650 | 7 | |a HEALTH & FITNESS |x Holism. |2 bisacsh | |
650 | 7 | |a HEALTH & FITNESS |x Reference. |2 bisacsh | |
650 | 7 | |a MEDICAL |x Preventive Medicine. |2 bisacsh | |
700 | 1 | |a Moretti, Veronica, |e author. |0 http://id.loc.gov/authorities/names/no2019027535 | |
758 | |i has work: |a Digital health and the gamification of life (Text) |1 https://id.oclc.org/worldcat/entity/E39PCGm9jPVVX8M3qkfW4kjYKd |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
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Datensatz im Suchindex
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author | Maturo, Antonio Francesco Moretti, Veronica |
author_GND | http://id.loc.gov/authorities/names/no2019027535 |
author_facet | Maturo, Antonio Francesco Moretti, Veronica |
author_role | aut aut |
author_sort | Maturo, Antonio Francesco |
author_variant | a f m af afm v m vm |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | R - Medicine |
callnumber-label | RA776 |
callnumber-raw | RA776.5 .M38 2018 |
callnumber-search | RA776.5 .M38 2018 |
callnumber-sort | RA 3776.5 M38 42018 |
callnumber-subject | RA - Public Medicine |
collection | ZDB-4-EBA |
contents | Cover; Title; Copyright; Contents; About the Authors; List of Figures and Tables; Introduction; Chapter 1. Self-Tracking and the Quantification of Everyday Life; Abstract; 1. The Rise of Quantification and the Power of Numbers; 1.1. How Do to Things with Numbers; 2. Deconstructing Standardization; 3. From Social Classes to Personal Scores; 3.1. Big Brother is Rating You; 3.2. Algorithms and Data-Driven Research; 4. Take Home Message-1; Chapter 2. Getting Things Done: Gaming and Framing; Abstract; 1. The Infant Ethos of Capitalism: The Rise of Weisure 2. Taking Gamification Seriously. But, What is Gamification?3. (Super)Better Than Well: The Philosophy of Jane McGonigal; 4. Playful Governmentality and the Endoptikon. The Rise of Gamification; 4.1. Gamification and the Endoptikon; 5. Take Home Message-2; Chapter 3. How Apps Foster Medicalization; Abstract; 1. Therapy Culture and Healthism; 2. What is Medicalization?; 2.1. Defining Medicalization; 2.2. Drivers of Medicalization; 2.2.1. Economic Forces; 2.2.2. Consumers; 2.2.3. Technology; 2.2.4. Organization of Care; 2.3. Medicalization and Pharmaceuticalization 3. The Dsm and the Quantified Diagnosis3.1. The Triad: Disease, Illness, and Sickness; 3.2. The Sociology of Diagnosis; 3.3. The DSM and the Epidemic of Mental Disorders; 4. How Apps Foster the Medicalization of Mood; 5. Take Home Message-3; Chapter 4. The Self of the Quantified Self; Abstract; 1. Social Acceleration, Optimization, and the QS; 2. Optimization and Human Enhancement; 3. The Self of the QS: A Self-Entrepreneur?; 4. Take Home Message-4; Chapter 5. The Dark Side of Digital Health; Abstract; 1. Approaching Surveillance Through Sociological Theories; 2. Digital Surveillance 3. Health and Surveillance4. Softening of Self-Surveillance; 5. The Dark Side of Digital Health; 6. Take Home Message-5; Chapter 6. The Positive Medicalization: Digital Meditation; Abstract; 1. Anxiety Between Loss of Tradition and Social Acceleration; 2. Anxiety in the Risk Society; 3. The Headspace App and Research-Design; 3.1. Research Design; 3.2. The Quantitative Analysis; 4. Why is Meditation Relaxing and Stressful at the Same Time?; 4.1. Changes in Mood; 4.2. Bodily Changes; 4.3. Productivity; 4.4. Interactions with the App; 5. Taking Meditation as a (Digital) Therapy 5.1. Digital Therapy5.2. Stress; 5.3. Body Perception; 6. Take Home Message-6; Chapter 7. Exercise is (also) Medicine; Abstract; 1. Chronic Conditions, Ageing, and the Cost of Physical Inactivity; 1.1. The Inevitable Growth of Healthcare Costs; 1.2. Overall Decrease in PA; 2. Prescribing Pills of Exercise; 2.1. Physical Activity as a Therapy: The Case of Emilia-Romagna; 2.2. Digital Solidarity: The Initiative "Let's Move for a Better World"; 3. Fostering Positive Digital Medicalization; 4. The Spillover Effects of Fitness; 5. Take Home Message-7; Conclusion |
ctrlnum | (OCoLC)1056176737 |
dewey-full | 613 |
dewey-hundreds | 600 - Technology (Applied sciences) |
dewey-ones | 613 - Personal health & safety |
dewey-raw | 613 |
dewey-search | 613 |
dewey-sort | 3613 |
dewey-tens | 610 - Medicine and health |
discipline | Medizin |
edition | First edition. |
format | Electronic eBook |
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id | ZDB-4-EBA-on1056176737 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:29:10Z |
institution | BVB |
isbn | 178754365X 9781787543652 9781787543676 1787543676 |
language | English |
oclc_num | 1056176737 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (176 pages) : illustrations |
psigel | ZDB-4-EBA |
publishDate | 2018 |
publishDateSearch | 2018 |
publishDateSort | 2018 |
publisher | Emerald Publishing Limited, |
record_format | marc |
spelling | Maturo, Antonio Francesco, author. Digital health and the gamification of life : how apps can promote a positive medicalization / Antonio Francesco Maturo, Veronica Moretti. First edition. Bingley : Emerald Publishing Limited, 2018. ©2018 1 online resource (176 pages) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier Includes bibliographical references and index. Cover; Title; Copyright; Contents; About the Authors; List of Figures and Tables; Introduction; Chapter 1. Self-Tracking and the Quantification of Everyday Life; Abstract; 1. The Rise of Quantification and the Power of Numbers; 1.1. How Do to Things with Numbers; 2. Deconstructing Standardization; 3. From Social Classes to Personal Scores; 3.1. Big Brother is Rating You; 3.2. Algorithms and Data-Driven Research; 4. Take Home Message-1; Chapter 2. Getting Things Done: Gaming and Framing; Abstract; 1. The Infant Ethos of Capitalism: The Rise of Weisure 2. Taking Gamification Seriously. But, What is Gamification?3. (Super)Better Than Well: The Philosophy of Jane McGonigal; 4. Playful Governmentality and the Endoptikon. The Rise of Gamification; 4.1. Gamification and the Endoptikon; 5. Take Home Message-2; Chapter 3. How Apps Foster Medicalization; Abstract; 1. Therapy Culture and Healthism; 2. What is Medicalization?; 2.1. Defining Medicalization; 2.2. Drivers of Medicalization; 2.2.1. Economic Forces; 2.2.2. Consumers; 2.2.3. Technology; 2.2.4. Organization of Care; 2.3. Medicalization and Pharmaceuticalization 3. The Dsm and the Quantified Diagnosis3.1. The Triad: Disease, Illness, and Sickness; 3.2. The Sociology of Diagnosis; 3.3. The DSM and the Epidemic of Mental Disorders; 4. How Apps Foster the Medicalization of Mood; 5. Take Home Message-3; Chapter 4. The Self of the Quantified Self; Abstract; 1. Social Acceleration, Optimization, and the QS; 2. Optimization and Human Enhancement; 3. The Self of the QS: A Self-Entrepreneur?; 4. Take Home Message-4; Chapter 5. The Dark Side of Digital Health; Abstract; 1. Approaching Surveillance Through Sociological Theories; 2. Digital Surveillance 3. Health and Surveillance4. Softening of Self-Surveillance; 5. The Dark Side of Digital Health; 6. Take Home Message-5; Chapter 6. The Positive Medicalization: Digital Meditation; Abstract; 1. Anxiety Between Loss of Tradition and Social Acceleration; 2. Anxiety in the Risk Society; 3. The Headspace App and Research-Design; 3.1. Research Design; 3.2. The Quantitative Analysis; 4. Why is Meditation Relaxing and Stressful at the Same Time?; 4.1. Changes in Mood; 4.2. Bodily Changes; 4.3. Productivity; 4.4. Interactions with the App; 5. Taking Meditation as a (Digital) Therapy 5.1. Digital Therapy5.2. Stress; 5.3. Body Perception; 6. Take Home Message-6; Chapter 7. Exercise is (also) Medicine; Abstract; 1. Chronic Conditions, Ageing, and the Cost of Physical Inactivity; 1.1. The Inevitable Growth of Healthcare Costs; 1.2. Overall Decrease in PA; 2. Prescribing Pills of Exercise; 2.1. Physical Activity as a Therapy: The Case of Emilia-Romagna; 2.2. Digital Solidarity: The Initiative "Let's Move for a Better World"; 3. Fostering Positive Digital Medicalization; 4. The Spillover Effects of Fitness; 5. Take Home Message-7; Conclusion This book analyzes the role of health apps to promote medicalization. It considers whether their use is an individual matter, rather than a political and social one, with some apps based on a medical framework positively promoting physical activity and meditation, or whether data-sharing can foster social discrimination. Print version record. Health Data processing. Santé Informatique. Medical sociology. bicssc HEALTH & FITNESS Healthy Living. bisacsh HEALTH & FITNESS Holism. bisacsh HEALTH & FITNESS Reference. bisacsh MEDICAL Preventive Medicine. bisacsh Moretti, Veronica, author. http://id.loc.gov/authorities/names/no2019027535 has work: Digital health and the gamification of life (Text) https://id.oclc.org/worldcat/entity/E39PCGm9jPVVX8M3qkfW4kjYKd https://id.oclc.org/worldcat/ontology/hasWork Print version: Maturo, Antonio Francesco. Digital health and the gamification of life. First edition. Bingley : Emerald Publishing Limited, 2018 1787543668 9781787543669 (OCoLC)1040583481 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1827688 Volltext |
spellingShingle | Maturo, Antonio Francesco Moretti, Veronica Digital health and the gamification of life : how apps can promote a positive medicalization / Cover; Title; Copyright; Contents; About the Authors; List of Figures and Tables; Introduction; Chapter 1. Self-Tracking and the Quantification of Everyday Life; Abstract; 1. The Rise of Quantification and the Power of Numbers; 1.1. How Do to Things with Numbers; 2. Deconstructing Standardization; 3. From Social Classes to Personal Scores; 3.1. Big Brother is Rating You; 3.2. Algorithms and Data-Driven Research; 4. Take Home Message-1; Chapter 2. Getting Things Done: Gaming and Framing; Abstract; 1. The Infant Ethos of Capitalism: The Rise of Weisure 2. Taking Gamification Seriously. But, What is Gamification?3. (Super)Better Than Well: The Philosophy of Jane McGonigal; 4. Playful Governmentality and the Endoptikon. The Rise of Gamification; 4.1. Gamification and the Endoptikon; 5. Take Home Message-2; Chapter 3. How Apps Foster Medicalization; Abstract; 1. Therapy Culture and Healthism; 2. What is Medicalization?; 2.1. Defining Medicalization; 2.2. Drivers of Medicalization; 2.2.1. Economic Forces; 2.2.2. Consumers; 2.2.3. Technology; 2.2.4. Organization of Care; 2.3. Medicalization and Pharmaceuticalization 3. The Dsm and the Quantified Diagnosis3.1. The Triad: Disease, Illness, and Sickness; 3.2. The Sociology of Diagnosis; 3.3. The DSM and the Epidemic of Mental Disorders; 4. How Apps Foster the Medicalization of Mood; 5. Take Home Message-3; Chapter 4. The Self of the Quantified Self; Abstract; 1. Social Acceleration, Optimization, and the QS; 2. Optimization and Human Enhancement; 3. The Self of the QS: A Self-Entrepreneur?; 4. Take Home Message-4; Chapter 5. The Dark Side of Digital Health; Abstract; 1. Approaching Surveillance Through Sociological Theories; 2. Digital Surveillance 3. Health and Surveillance4. Softening of Self-Surveillance; 5. The Dark Side of Digital Health; 6. Take Home Message-5; Chapter 6. The Positive Medicalization: Digital Meditation; Abstract; 1. Anxiety Between Loss of Tradition and Social Acceleration; 2. Anxiety in the Risk Society; 3. The Headspace App and Research-Design; 3.1. Research Design; 3.2. The Quantitative Analysis; 4. Why is Meditation Relaxing and Stressful at the Same Time?; 4.1. Changes in Mood; 4.2. Bodily Changes; 4.3. Productivity; 4.4. Interactions with the App; 5. Taking Meditation as a (Digital) Therapy 5.1. Digital Therapy5.2. Stress; 5.3. Body Perception; 6. Take Home Message-6; Chapter 7. Exercise is (also) Medicine; Abstract; 1. Chronic Conditions, Ageing, and the Cost of Physical Inactivity; 1.1. The Inevitable Growth of Healthcare Costs; 1.2. Overall Decrease in PA; 2. Prescribing Pills of Exercise; 2.1. Physical Activity as a Therapy: The Case of Emilia-Romagna; 2.2. Digital Solidarity: The Initiative "Let's Move for a Better World"; 3. Fostering Positive Digital Medicalization; 4. The Spillover Effects of Fitness; 5. Take Home Message-7; Conclusion Health Data processing. Santé Informatique. Medical sociology. bicssc HEALTH & FITNESS Healthy Living. bisacsh HEALTH & FITNESS Holism. bisacsh HEALTH & FITNESS Reference. bisacsh MEDICAL Preventive Medicine. bisacsh |
title | Digital health and the gamification of life : how apps can promote a positive medicalization / |
title_auth | Digital health and the gamification of life : how apps can promote a positive medicalization / |
title_exact_search | Digital health and the gamification of life : how apps can promote a positive medicalization / |
title_full | Digital health and the gamification of life : how apps can promote a positive medicalization / Antonio Francesco Maturo, Veronica Moretti. |
title_fullStr | Digital health and the gamification of life : how apps can promote a positive medicalization / Antonio Francesco Maturo, Veronica Moretti. |
title_full_unstemmed | Digital health and the gamification of life : how apps can promote a positive medicalization / Antonio Francesco Maturo, Veronica Moretti. |
title_short | Digital health and the gamification of life : |
title_sort | digital health and the gamification of life how apps can promote a positive medicalization |
title_sub | how apps can promote a positive medicalization / |
topic | Health Data processing. Santé Informatique. Medical sociology. bicssc HEALTH & FITNESS Healthy Living. bisacsh HEALTH & FITNESS Holism. bisacsh HEALTH & FITNESS Reference. bisacsh MEDICAL Preventive Medicine. bisacsh |
topic_facet | Health Data processing. Santé Informatique. Medical sociology. HEALTH & FITNESS Healthy Living. HEALTH & FITNESS Holism. HEALTH & FITNESS Reference. MEDICAL Preventive Medicine. |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1827688 |
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