mHealth and the digital cyborg body: The running apps in a society of control
mHealth and the digital cyborg body: The running apps in a society of control
Mobile apps and new technologies are changing the way people deal with their personal health. There is a new and symbiotic relationship between technologies and individuals, which results in a constant sense of monitoring, improving self-knowledge and transforming bodies into digital cyborgs. The current chapter
aims to analyse the propagation of running apps as a reflection of a permanent
monitoring of bodies in the contemporary society. With this in mind, we provide a
critical review of issues related to the Quantified Self movement, combined with
principles borrowed from gamification, control and mHealth technologies. In this
chapter, we show a transformation of the body into data, particularly through design strategies, such as data visualisation, graphic feedback and social media integration. The main contribution of this chapter relies on the discussion about datification, which could help to provide a guideline for the understanding of the perspectives of the self in a society of control.
mobile apps, gamification, HCI, E-health, User experience
39-70
Sacramento, Igor
9a32d65d-2495-40a1-921d-f0174e2a8bcf
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
12 December 2017
Sacramento, Igor
9a32d65d-2495-40a1-921d-f0174e2a8bcf
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Sacramento, Igor and Wanick, Vanissa
(2017)
mHealth and the digital cyborg body: The running apps in a society of control.
In,
Marston, Hannah, Freeman, Shannon and Musselwhite, Charles
(eds.)
Mobile e-Health.
(Human–Computer Interaction Series)
1 ed.
Springer Cham, .
(doi:10.1007/978-3-319-60672-9).
Record type:
Book Section
Abstract
Mobile apps and new technologies are changing the way people deal with their personal health. There is a new and symbiotic relationship between technologies and individuals, which results in a constant sense of monitoring, improving self-knowledge and transforming bodies into digital cyborgs. The current chapter
aims to analyse the propagation of running apps as a reflection of a permanent
monitoring of bodies in the contemporary society. With this in mind, we provide a
critical review of issues related to the Quantified Self movement, combined with
principles borrowed from gamification, control and mHealth technologies. In this
chapter, we show a transformation of the body into data, particularly through design strategies, such as data visualisation, graphic feedback and social media integration. The main contribution of this chapter relies on the discussion about datification, which could help to provide a guideline for the understanding of the perspectives of the self in a society of control.
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More information
Published date: 12 December 2017
Keywords:
mobile apps, gamification, HCI, E-health, User experience
Identifiers
Local EPrints ID: 415974
URI: http://eprints.soton.ac.uk/id/eprint/415974
ISSN: 1571-5035
PURE UUID: 633c685e-f0a1-4951-ab7d-4b51156a5ef9
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Date deposited: 29 Nov 2017 17:30
Last modified: 14 Dec 2024 02:53
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Contributors
Author:
Igor Sacramento
Editor:
Hannah Marston
Editor:
Shannon Freeman
Editor:
Charles Musselwhite
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