Prelims
Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization
ISBN: 978-1-78754-366-9, eISBN: 978-1-78754-365-2
Publication date: 16 October 2018
Citation
Maturo, A.F. and Moretti, V. (2018), "Prelims", Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization, Emerald Publishing Limited, Leeds, pp. i-ix. https://doi.org/10.1108/978-1-78754-365-220181001
Publisher
:Emerald Publishing Limited
Copyright © 2018 Emerald Publishing Limited
Half Title Page
Digital Health and the Gamification of Life
Title Page
Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization
Antonio Francesco Maturo
Veronica Moretti
University of Bologna, Italy
United Kingdom – North America – Japan India – Malaysia – China
Copyright Page
Emerald Publishing Limited
Howard House, Wagon Lane, Bingley BD16 1WA, UK
First edition 2018
Copyright © 2018 Emerald Publishing Limited
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ISBN: 978-1-78754-366-9 (Print)
ISBN: 978-1-78754-365-2 (Online)
ISBN: 978-1-78754-367-6 (Epub)
Contents
About the Authors | vii |
List of Figures and Tables | ix |
Introduction | 1 |
Chapter 1 Self-Tracking and the Quantification of Everyday Life | 9 |
Chapter 2 Getting Things Done: Gaming and Framing | 29 |
Chapter 3 How Apps Foster Medicalization | 47 |
Chapter 4 The Self of the Quantified Self | 71 |
Chapter 5 The Dark Side of Digital Health | 85 |
Chapter 6 The Positive Medicalization: Digital Meditation | 105 |
Chapter 7 Exercise is (also) Medicine | 133 |
Chapter 8 Conclusion | 151 |
Appendix: Questionnaire Digital Meditation | 153 |
References | 157 |
Index | 169 |
About the Authors
Antonio Francesco Maturo is an Associate Professor in the Department of Sociology and Business Law at the University of Bologna, Italy. He taught Sociology of Medicine at Brown University for several years. His research interests are connected to the sociology of health. He has written several articles about the phenomenon of medicalization and digital sociology.
Veronica Moretti is a Research Fellow in the Department of Political and Social Sciences at the University of Bologna, Italy. Her research interests focus on the intersections between technologies and human activities, with specific emphasis on the sociology of health, surveillance studies and science, technology, and societal approach.
List of Figures and Tables
Figures
3.1: | The DIS Combinatory | 61 |
6.1: | Headspace Followers | 111 |
6.2: | Features of Gamification (a) | 112 |
6.3: | Features of Gamification (b) | 113 |
6.4: | Productivity | 113 |
Tables
4.1: | Use of Cognitive Improvements: Pros and Cons | 77 |
6.1: | Did You Complete the Meditation? | 115 |
6.2: | During the Experimentation Period | 115 |
6.3: | During the Meditation Program | 115 |
6.4: | Discussing the Meditation Experience | 116 |
6.5: | Preferences of Meditation | 116 |
6.6: | Opinion of Meditation | 117 |
- Prelims
- Introduction
- Chapter 1 Self-Tracking and the Quantification of Everyday Life
- Chapter 2 Getting Things Done: Gaming and Framing
- Chapter 3 How Apps Foster Medicalization
- Chapter 4 The Self of the Quantified Self
- Chapter 5 The Dark Side of Digital Health
- Chapter 6 The Positive Medicalization: Digital Meditation
- Chapter 7 Exercise is (also) Medicine
- Chapter 8 Conclusion
- Appendix: Questionnaire Digital Meditation
- References
- Index