The information below provides an overview of each chapter
Chapter 1 - Introduction
Chapter 2 – mHealth Apps, Quantified Self & lifelogging
Since the development and deployment of smart phones over the last decade or so, users have witnessed a vast growth of ‘apps’ available to them to download either for free or for a certain amount of money. These ‘apps’ provide users with a multitude of functionality, enjoyment, purpose, entertainment and engagement. From the simple communication of ‘What’s app’ or ‘viber’ which enables users to send/receive text messages, and make calls for free is a popular form of communication for society without the added costs of a month line rental, bill and been in a contract for a minimum of 18 months.
On the other hand, there are specific apps known as mHealth apps which enable users to log and record their data and review their progress or patterns over a duration of a week, month or longer. There are many mHealth apps and Marston & Hall, (In press) provide an overview of areas which have seen most developments – chronic health condition, eye and hearing, anxiety, depression, mental health and behavioural disorders, nutrition, physical activity, diabetes, menstrual cycle, and fertility. Many of the ‘apps’ are available to users of Android, IOS and Windows phones, yet for some users, their motivation and rewards of utilizing mHealth apps, undertaking regular data recording may become easier for some than others. Gamification is an important facet of mobile apps and in particular mHealth apps. Yet, there is little work currently published in this area albeit, it is growing. Gamificaion can provide users with the extra motivation needed to continue data logging and/or sharing their information with friends or family members. For some, the use of social media such as Facebook connected to the app – Strava (a running and cycling route app) can inform the user’s Facebook friends of their running or cycling route including the time it took to run a particular route, the exact route and calories burnt (see Marston & Hall, In press).
However, with this new form of technology engagement, data recording and self-management there is the question of regulation. Previous work by Marston & Smith (2012), Marston & Hall (In press) highlight the need for regulation of digital games and mHealth apps from national bodies such as the Food and Drug Administration (FDA) and the European Medicines Agency. Although the FDA has published notes referring to their current stance of mHealth apps (http://www.fda.gov/MedicalDevices/ProductsandMedicalProcedures/ConnectedHealth/MobileMedicalApplications/ucm255978.htm); yet this is an area which is considerably underrepresented in the literature and warrant extensive discussion to move forward.
Chapter 3 – Games for Health
The field of games for health became popular with the academic/research community primarily from the release of the Nintendo Wii console (2005/06). The nature of interaction with this console by gamers and non-gamers like, demonstrated how gaming could be enjoyed by different cohorts of society. There has been a growth of software and hardware for the Nintendo Wii console, such as the Wii Balance Boards, Wii Sports/Resort, while in 2010 Microsoft released the Kinect console, which offered an alternative form of interaction – gesture and speech recognition. Yet the software for the Kinect was different to that available on the Wii, however, the availability of mini exergames (e.g. XXX) has enabled users to interact with a virtual environment in a different manner to what was previously available (e.g. game pad/stick).
The games for health movement has been popular enabling industry and academia to work together and bridge knowledge and skill therefore facilitating a great depth of understanding and prospective uses of digital games to improve the quality of life and health and well-being of persons in society. Furthermore, there has been extensive work conducted by academics and industry worldwide in the beneficial exploitation of digital games within ageing cohorts, primarily associated to stroke rehabilitation and fall prevention. More recently, the term gamification has been discussed within the academic community primarily the HCI community. The notion of gamification, and the potential advantages to utilizing gamification within game software has had limited attention in regards to digital games and the design implications this may have on the health benefits.
Chapter 4 – Gender, Sexuality & Ageing perspectives to the barriers and enablers of tech use
Addressing gender, and sexuality within digital games and general technology use has had limited attention over the last decade or so; albeit it ageing has had more attention primarily in the realm of health rehabilitation from government funding to ascertain the benefits and solutions of design, development and deployment of purpose built technologies within community dwelling domains. Although gender was taking a stance within the area of digital games 10 years ago, primarily focusing on the design and needs of young women and children, there has, in more recent years been little focus of digital games from a gender/ageing perspective. With the exception of one piece of work which addresses the digital game preferences of older women (Marston & Graner Ray, In press), there is still little known understanding of the preferences, behaviour, needs and requirements of digital games from older women and men.
Conversely, understanding the behaviours and representation of the LGBT and the BME communities has had little attention in current literature with the exception of the work by Adrienne Shaw who has published extensively on this area and in her more recent publication – Gaming on the Edge. Shaw takes the stance of feminism, queer and post-colonial theories while combining a qualitative approach to understanding audience representation.
This chapter aims to bring the areas of gender, ageing and sexuality to the forefront of discussion within digital games and technology use. The 21st Century is only 15 years old and yet there has been many technological revolutions; that over the next 20, 40 or 60 years the discussion and notion of digital games and technology use, perception, behaviours and understanding will change beyond belief. We hope this chapter enable the academic community and industry to become more aware of different perspectives and for this area to grow in literature and education.
Chapter 5 – International study perspectives, ethics and theory
Across this technological abyss, there has been further developments stemming from the social sciences, HCI and industry arenas, who are utilizing commercial and purpose built software and hardware to achieve the aims and objects of national and international projects. With this, comes a series of further areas which need to be addressed such as the design and implementation of suitable study designs which through a step-by-step approach has the intention of producing interesting and beneficial results followed by implications and future work. By underpinning a theoretical approach, conducting extensive literature searches and learning from previous published studies, forthcoming studies, projects and practices have the ability to be successful.
It is becoming all too common for institutions to collaborate on projects from an interdisciplinary perspective, while the chase of national and international funding is also becoming a crucial element in addition to stakeholder and industry engagement/collaboration. This can be exciting, and a great learning curve for many, yet, for any form of study, gaining ethical clearance and understanding the recruitment procedures can be a minefield and can vary considerably from institution, country and continent. This chapter’s will discuss the importance of bringing and integrating theory into a study, regardless of the size of the project, and how theory can inform the design of a study while it may also impact of the results/recommendations of a study. For many researchers and stakeholders, understanding the different ethical requirements needed which also include the recruitment of vulnerable participants, and the recruitment process can vary, and while, the lead of a project may have full clearance for the project, additional partners may not have access to an ethical board. In this case, what are the ramifications of project partners/countries not having ethical boards, or due to the nature of the project, some boards may require more detail than others. This chapter will address the design issues and implications of studies in regards to the effects of acquiring ethical clearance, illustrating the differences worldwide and from an organizational level.
Chapter 6 – Privacy, legal requirements and sharing of information across digital technologies
In recent years, the discussion of privacy and how one’s privacy can be upheld has hit the headlines through media outlets. Privacy and sharing of information is concerned with; who has access, who should have access and what are the benefits to privacy and sharing of information has on individuals, companies, organizations/NHS/GP surgeries and government is a growing concern. While there is an ongoing discussion of privacy concerns and access to information, there is little discussion focusing on the legal requirements and implications of utilizing technology to benefit persons within society. From an academic standpoint, there have been many studies publishing results and implications of utilizing digital game hardware/software for stroke rehabilitation and fall prevention, across different environments. Yet, there has been little discussion of the legality standpoint of utilizing commercial products be-it game consoles/software of mobile ‘apps’ and where in society the deployment of such technology can leave different cohorts in society if they are asked to use the technology for health reasons.
It is questionable whether this type of technology should undergo assessment to ascertain whether it is suitable for use in a health capacity. Is this technology accurate enough to assist in self-monitoring of one’s health such as diabetes, where does this lead individuals, organizations, researchers, industry and governments in the future. Will it take a prospective law suit to bring this to the attention of industry, law and policy makers before there is something done. This chapter aims to explain these questions and inform readers a series of recommendations and design implications of utilizing digital games and mHealth apps within a health and society capacity.
Chapter 7 - Conclusions
Chapter 2 – mHealth Apps, Quantified Self & lifelogging
Since the development and deployment of smart phones over the last decade or so, users have witnessed a vast growth of ‘apps’ available to them to download either for free or for a certain amount of money. These ‘apps’ provide users with a multitude of functionality, enjoyment, purpose, entertainment and engagement. From the simple communication of ‘What’s app’ or ‘viber’ which enables users to send/receive text messages, and make calls for free is a popular form of communication for society without the added costs of a month line rental, bill and been in a contract for a minimum of 18 months.
On the other hand, there are specific apps known as mHealth apps which enable users to log and record their data and review their progress or patterns over a duration of a week, month or longer. There are many mHealth apps and Marston & Hall, (In press) provide an overview of areas which have seen most developments – chronic health condition, eye and hearing, anxiety, depression, mental health and behavioural disorders, nutrition, physical activity, diabetes, menstrual cycle, and fertility. Many of the ‘apps’ are available to users of Android, IOS and Windows phones, yet for some users, their motivation and rewards of utilizing mHealth apps, undertaking regular data recording may become easier for some than others. Gamification is an important facet of mobile apps and in particular mHealth apps. Yet, there is little work currently published in this area albeit, it is growing. Gamificaion can provide users with the extra motivation needed to continue data logging and/or sharing their information with friends or family members. For some, the use of social media such as Facebook connected to the app – Strava (a running and cycling route app) can inform the user’s Facebook friends of their running or cycling route including the time it took to run a particular route, the exact route and calories burnt (see Marston & Hall, In press).
However, with this new form of technology engagement, data recording and self-management there is the question of regulation. Previous work by Marston & Smith (2012), Marston & Hall (In press) highlight the need for regulation of digital games and mHealth apps from national bodies such as the Food and Drug Administration (FDA) and the European Medicines Agency. Although the FDA has published notes referring to their current stance of mHealth apps (http://www.fda.gov/MedicalDevices/ProductsandMedicalProcedures/ConnectedHealth/MobileMedicalApplications/ucm255978.htm); yet this is an area which is considerably underrepresented in the literature and warrant extensive discussion to move forward.
Chapter 3 – Games for Health
The field of games for health became popular with the academic/research community primarily from the release of the Nintendo Wii console (2005/06). The nature of interaction with this console by gamers and non-gamers like, demonstrated how gaming could be enjoyed by different cohorts of society. There has been a growth of software and hardware for the Nintendo Wii console, such as the Wii Balance Boards, Wii Sports/Resort, while in 2010 Microsoft released the Kinect console, which offered an alternative form of interaction – gesture and speech recognition. Yet the software for the Kinect was different to that available on the Wii, however, the availability of mini exergames (e.g. XXX) has enabled users to interact with a virtual environment in a different manner to what was previously available (e.g. game pad/stick).
The games for health movement has been popular enabling industry and academia to work together and bridge knowledge and skill therefore facilitating a great depth of understanding and prospective uses of digital games to improve the quality of life and health and well-being of persons in society. Furthermore, there has been extensive work conducted by academics and industry worldwide in the beneficial exploitation of digital games within ageing cohorts, primarily associated to stroke rehabilitation and fall prevention. More recently, the term gamification has been discussed within the academic community primarily the HCI community. The notion of gamification, and the potential advantages to utilizing gamification within game software has had limited attention in regards to digital games and the design implications this may have on the health benefits.
Chapter 4 – Gender, Sexuality & Ageing perspectives to the barriers and enablers of tech use
Addressing gender, and sexuality within digital games and general technology use has had limited attention over the last decade or so; albeit it ageing has had more attention primarily in the realm of health rehabilitation from government funding to ascertain the benefits and solutions of design, development and deployment of purpose built technologies within community dwelling domains. Although gender was taking a stance within the area of digital games 10 years ago, primarily focusing on the design and needs of young women and children, there has, in more recent years been little focus of digital games from a gender/ageing perspective. With the exception of one piece of work which addresses the digital game preferences of older women (Marston & Graner Ray, In press), there is still little known understanding of the preferences, behaviour, needs and requirements of digital games from older women and men.
Conversely, understanding the behaviours and representation of the LGBT and the BME communities has had little attention in current literature with the exception of the work by Adrienne Shaw who has published extensively on this area and in her more recent publication – Gaming on the Edge. Shaw takes the stance of feminism, queer and post-colonial theories while combining a qualitative approach to understanding audience representation.
This chapter aims to bring the areas of gender, ageing and sexuality to the forefront of discussion within digital games and technology use. The 21st Century is only 15 years old and yet there has been many technological revolutions; that over the next 20, 40 or 60 years the discussion and notion of digital games and technology use, perception, behaviours and understanding will change beyond belief. We hope this chapter enable the academic community and industry to become more aware of different perspectives and for this area to grow in literature and education.
Chapter 5 – International study perspectives, ethics and theory
Across this technological abyss, there has been further developments stemming from the social sciences, HCI and industry arenas, who are utilizing commercial and purpose built software and hardware to achieve the aims and objects of national and international projects. With this, comes a series of further areas which need to be addressed such as the design and implementation of suitable study designs which through a step-by-step approach has the intention of producing interesting and beneficial results followed by implications and future work. By underpinning a theoretical approach, conducting extensive literature searches and learning from previous published studies, forthcoming studies, projects and practices have the ability to be successful.
It is becoming all too common for institutions to collaborate on projects from an interdisciplinary perspective, while the chase of national and international funding is also becoming a crucial element in addition to stakeholder and industry engagement/collaboration. This can be exciting, and a great learning curve for many, yet, for any form of study, gaining ethical clearance and understanding the recruitment procedures can be a minefield and can vary considerably from institution, country and continent. This chapter’s will discuss the importance of bringing and integrating theory into a study, regardless of the size of the project, and how theory can inform the design of a study while it may also impact of the results/recommendations of a study. For many researchers and stakeholders, understanding the different ethical requirements needed which also include the recruitment of vulnerable participants, and the recruitment process can vary, and while, the lead of a project may have full clearance for the project, additional partners may not have access to an ethical board. In this case, what are the ramifications of project partners/countries not having ethical boards, or due to the nature of the project, some boards may require more detail than others. This chapter will address the design issues and implications of studies in regards to the effects of acquiring ethical clearance, illustrating the differences worldwide and from an organizational level.
Chapter 6 – Privacy, legal requirements and sharing of information across digital technologies
In recent years, the discussion of privacy and how one’s privacy can be upheld has hit the headlines through media outlets. Privacy and sharing of information is concerned with; who has access, who should have access and what are the benefits to privacy and sharing of information has on individuals, companies, organizations/NHS/GP surgeries and government is a growing concern. While there is an ongoing discussion of privacy concerns and access to information, there is little discussion focusing on the legal requirements and implications of utilizing technology to benefit persons within society. From an academic standpoint, there have been many studies publishing results and implications of utilizing digital game hardware/software for stroke rehabilitation and fall prevention, across different environments. Yet, there has been little discussion of the legality standpoint of utilizing commercial products be-it game consoles/software of mobile ‘apps’ and where in society the deployment of such technology can leave different cohorts in society if they are asked to use the technology for health reasons.
It is questionable whether this type of technology should undergo assessment to ascertain whether it is suitable for use in a health capacity. Is this technology accurate enough to assist in self-monitoring of one’s health such as diabetes, where does this lead individuals, organizations, researchers, industry and governments in the future. Will it take a prospective law suit to bring this to the attention of industry, law and policy makers before there is something done. This chapter aims to explain these questions and inform readers a series of recommendations and design implications of utilizing digital games and mHealth apps within a health and society capacity.
Chapter 7 - Conclusions