Index

Hannah R. Marston (The Open University, UK)
Linda Shore (Glasgow School of Art, UK)
Laura Stoops (Age NI, UK)
Robbie S. Turner (Spektrum-Group, Spain)

Transgenerational Technology and Interactions for the 21st Century: Perspectives and Narratives

ISBN: 978-1-83982-639-9, eISBN: 978-1-83982-638-2

Publication date: 25 October 2022

This content is currently only available as a PDF

Citation

Marston, H.R., Shore, L., Stoops, L. and Turner, R.S. (2022), "Index", Transgenerational Technology and Interactions for the 21st Century: Perspectives and Narratives, Emerald Publishing Limited, Leeds, pp. 231-238. https://doi.org/10.1108/978-1-83982-638-220221003

Publisher

:

Emerald Publishing Limited

Copyright © 2022 Hannah R. Marston, Linda Shore, Laura Stoops and Robbie S. Turner


INDEX

Accessibility
, 87

Activities of Daily Living (ADL)
, 34

Adapt Tech, Accessible Technology project (ATAT project)
, 69, 146, 165, 177

Advanced Research Projects Agency (ARPA)
, 7

Affinity Diagramming
, 118

Age NI
, 9, 37

CF
, 104–105

challenges and benefits to co-production
, 169

data collection
, 39

engagement with older people and service provision
, 38

findings from online survey
, 40–49

focus groups
, 40

informed consent and recruitment
, 38–39

and role digital technology
, 103–109

stakeholder
, 167

target audiences and co-researchers
, 168–169

team
, 38

working with members of community
, 38

Age UK Wakefield
, 139

Age-friendly cities and communities (AFCC)
, 11, 75, 81–95

design implementation from Dubai and Barcelona
, 85–91

Age-friendly features
, 86–87

Ageing experience
, 115

and empathy
, 114–115

Ageing without children (AWOC)
, 14–16, 28–29, 61

in twenty-first century
, 140–142

Ageing-in-place
, 75, 81–95

AGNES
, 113

Alcohol
, 151

Alexa
, 65, 72, 94, 95

American Association of Retired Persons (AARP)
, 22, 23, 24, 25, 26

Antibiotics
, 5

Apps
, 11, 15, 16, 17, 18, 19, 32, 153

Armed forces, military personnel to civilian, impact (s) of leaving
, 150–154

ARPANET
, 7

Arthritis
, 114

Artificial intelligence (AI)
, 15

Assistive technology (AT)
, 32–33, 76, 92

solutions
, 81

Assistive Technology All-Party Parliamentary Group (@AT_APPG)
, 178

Augmented Reality (AR)
, 11, 30–32

Baby Boomers
, 3, 5, 7, 19, 21, 22, 55, 80

Barcelona

AFCC design implementation from
, 85–91

El Poblenau
, 87, 90

‘Big Brother’ approach
, 34

Birth rate(s)
, 113, 140

Black and Minority Ethnic groups (BME groups)
, 141–142

Blu-digital
, 154

Body modification
, 34

Brain-training interventions
, 24

Brexit
, 9

British Army
, 150–151, 153

British medical professionals
, 2

Business(es)
, 5, 8, 10–11, 38, 75, 78, 96, 105–107, 128–129, 138, 143, 158

Business world
, 9

Call of Duty
, 21

Cameras
, 64

Carers
, 92

Children
, 5–6, 11, 14, 28, 61, 64–65, 71, 86, 109, 114, 122–123, 130, 135–136

Christmas
, 16, 129

Citizens
, 2, 5, 13, 17, 52, 82, 127, 135–136, 138–140, 149, 154–156, 173

Co-Design
, 38, 76, 84, 104, 108, 114–116, 146, 167

Co-production
, 31, 76, 81, 84, 155, 157, 161, 165, 171

Coastal regions
, 11, 75, 93–95, 175

Cold War
, 3, 7

Communications
, 3, 9, 94, 153, 160, 170, 173

Communism
, 7

Communities
, 6–7, 10, 13, 16, 28, 37, 55, 57, 72–73, 75–76, 80–81, 83–84, 87, 91, 93, 95, 100, 106, 111, 127–128, 138–139, 147, 152, 155–156, 165–166, 173

hubs
, 59–61

involvement
, 137–138

Computers
, 5, 15, 27, 54, 59, 64, 128, 139, 143–147

Concept of Age-friendly Smart Ecologies framework (CASE framework)
, 84, 87–88

Confidence
, 63–64

Constructivist Grounded Theory approach
, 166

Consultative Forum (CF)
, 38, 104–105, 167

Controlled clinical trials (CCT)
, 23

‘CoronaDiaries’ project
, 19

COVID-19 tracking apps (CTAs)
, 19

COVID-19
, 16, 39–40, 54, 101, 114, 124

apps
, 17

easing of
, 106

impact
, 28

life beyond
, 29

pandemic
, 2, 127–129, 135, 137, 142, 152–153, 156

post-pandemic
, 156

pre-pandemic
, 156, 164

restrictions
, 73

SARS-CoV-2
, 114

transition to digital technology in context of
, 105–109

Dark patterns
, 124

Data
, 71–72, 127–128, 145, 148, 154, 156–157, 161–162

analytics
, 171

harvesting
, 19

Dementia
, 28, 30, 32

Dementia friendly cities and communities
, 91–93

Dementia-friendly model
, 92–93

Design
, 10, 21, 112–118, 124, 167, 174

collaborative
, 128

service
, 124

study 160
, 163

user experience (UX)
, 9–10, 29–30, 115–116, 158

user-centred design (UCD)
, 11, 113, 116,

website
, 144

‘Design for All’ approach
, 76, 112

Design hacking
, 96

devices
, 53–56, 101, 104, 113–114

emerging technology
, 116

kitchen
, 122

medical
, 173

PARO
, 92, 115

robotic assistive
, 117

virtual assistant
, 128

wearable
, 33, 114

Dexterity issues
, 29–30

Dial up
, 8

‘Digital Angels’ group
, 139

Digital Communities Wales (DCW)
, 100, 138, 165

Digital devices
, 15, 135–136, 139

ownership, use and purpose
, 43, 46, 73

Digital divide
, 74, 116, 127–133

digital skills, internet access and purpose
, 135–137

first-level
, 128

on historical events
, 142–150

household income and regions
, 133–134

inequities, community involvement and pandemic
, 137–138

second-level digital divide
, 128

Digital exclusion
, 133–134

Digital games
, 13–29, 173

current state of digital games and technology
, 10–11

engagement and interaction
, 29–30

and older adults
, 28–29

transgenerational gaming
, 28

Digital gaming
, 26–27

Digital Inclusion Alliance for Wales (DIAW)
, 138

Digital inequities
, 127

AWOC in twenty-first century
, 14, 140–142

digital divide and digital poverty
, 17, 127–133

digital divide on historical events
, 142–150

digital exclusion
, 38, 133–138

digital inclusion and exclusion across UK Nations
, 138–140

headspace App
, 153

and mental health
, 153

military personnel to civilian, impact (s) of leaving armed forces
, 150–154

and society
, 12

Digital poverty
, 6, 17, 29, 74, 127–133

Digital practices
, 1

Digital skills
, 6–7, 17, 19, 43

confidence, and training
, 63–64

and COVID-19
, 105

internet access and purpose
, 135–138 lack of, 94

support to
, 139

Digital tattoos
, 35

Digital technology
, 13

key benefits and challenges
, 108–109

role
, 103

social enterprises and role digital technology plays in segment of society
, 109

transition to digital technology in context of COVID-19
, 105

Digitally excluded/inclusive
, 133

Disabilities
, 31–32, 142

and role of carer
, 92

Do not attempt resuscitate (DNAR)
, 161

Drugs
, 5

Dubai
, 75

AFCC design implementation from
, 85–91

pedestrian Crossing in
, 88

Duchenne Muscular Dystrophy (DMD)
, 23

Dynamic Acceptance Model for the Re-evaluation of Technologies (DART)
, 124

Early career research (ECR)
, 157

Eco-friendly approaches
, 87

Ecosystems
, 75, 175

age NI and role digital technology
, 103–109

age-friendly cities, and communities
, 81–95

ageing in place
, 81–95

CASE framework
, 91

gerontechnology
, 77–81

global pandemic
, 95–96

setting the scene
, 76–77

Emotional design 115

Empathy
, 113–114

ageing experience and
, 114–115

emotional design and
, 115

Engagement
, 29–30

digital games
, 21

intergenerational
, 61

peacekeeping
, 151

with stakeholders
, 167

with technology
, 116, 134

Entertainment Software Association (ESA)
, 21

Environment (s)
, 75, 84

health-related
, 91

physical
, 31

smart
, 33

work
, 46

Ethical/ethics approval
, 39, 92, 162–165

Ethnicity
, 22, 24, 129–132

Exercise
, 3, 23, 30, 33, 53, 160

Exoscore
, 124

Exoskeleton (s)
, 117, 124, 166, 182

Exosuits
, 123–124

Extended Reality (XR)
, 31–32

Facebook
, 14, 58, 92, 98, 128

Falkland’s War in 1982
, 151

Feelings
, 40, 49, 70, 117, 141, 160, 169

Fieldwork
, 11

questions
, 120

stories
, 118–123

Fitbits
, 15

Framework
, 75, 82

CASE
, 84, 87, 91

evidence-based
, 93

existing
, 83

research agenda
, 111, 155

SaFE
, 84, 128

WHO
, 55

Friend (ships)
, 39, 71, 147

Game playing
, 19–25

Game studies
, 9, 26–27, 29

Game-centric
, 28

Games for Health movement
, 23

Generation X
, 5, 7–8, 26–27, 35, 55, 80

Generation Z
, 4, 7, 9, 19, 27, 80

Generations
, 19, 27

Gentleman scientists
, 110

Geography displacement and interactions
, 51–53, 142

Gerontechnology (GT)
, 76–81

approaches
, 113

socio-gerontechnology
, 111

Gerontology
, 9–10, 26, 140

GoldenEye 007
, 8

Google
, 67

Home
, 65

Pay
, 129

Play Store
, 15, 32

Government (s)
, 16, 135, 144, 155

directive
, 129, 141, 154

local/national governments
, 135, 155

lockdown
, 129

Graphical user interface (GUI)
, 8

of REZ
, 8–9

Grass root (s)
, 143, 145

Grimethorpe Electronic Village Hall (GEVH)
, 143–146

Grounded theory
, 117, 166

‘Hands-on experience’ for people
, 60–61

Harvard University
, 35

HeadFIT for Life
, 153

Health and technology
, 66–68

Health and Wellbeing Strategic Research Area (H&W SRA)
, 161

Health Insurance Portability and Accountability Act of 1996 (HIPAA)
, 95

Hearables
, 34, 116

History
, 1, 76, 95, 110

Household income
, 148–149

and regions
, 133–134

Human computer interaction (HCI)
, 166

Human Robot Interaction (HRI)
, 115

Implantable devices
, 5, 33–35

Implants
, 33–34

Imposter syndrome
, 160

‘In the wild’ research
, 113, 163, 166

In vitro fertilisation (IVF)
, 5

In/voluntary childlessness
, 29

Inclusivity
, 80, 111, 175

Industrial design
, 9, 78

Industry
, 103, 109–110, 112, 157, 159, 166, 170–171

Inequalities
, 12–13, 48–49, 128, 130, 137, 173

Infertility
, 141

Informal caring
, 140

Information
, 71–72

sharing information
, 49, 63

Information communication technologies (ICT)
, 33, 124

Informed consent and recruitment
, 38–39

Innovation
, 1, 77–78, 114, 155, 166

Interaction
, 29–30, 173

Interdisciplinary research (IDR)
, 157–158

barriers and enablers to conducting
, 159

research experiences
, 159–161

Intergenerational engagements
, 61–63

Intergenerational gaming
, 27–28

Intergenerational learning and support
, 60

International Society of Gerontechnology (ISG)
, 77

Internet
, 4, 7–8, 15, 84, 127–128, 132–133, 161

access to internet and purpose
, 43, 101, 130

connectivity
, 95

pre-internet
, 129

revolution
, 8

Internet Café
, 8

Internet of Things (IoTs)
, 3, 32–33, 81

Intrauterine Device (IUD)
, 33–34

iOS/App Store
, 15

Islands
, 93–94

Isolation
, 16, 28, 105

iStoppFalls research project
, 124, 164

Journey
, 177–194

Just Giving©
, 109

‘Keeping older people connected’ initiative
, 139

Laptops
, 13, 27, 138

Learning and training
, 68–70

Leisure activities
, 56–58, 101, 129, 164

Libraries
, 61, 68, 139

Life course
, 6, 10, 16, 27, 165, 173

Life skills
, 150, 153

Life-limiting/threatening health conditions (LLTCs)
, 161

Lived Experience
, 10, 167

Lockdown
, 16, 19, 39, 52, 56, 73, 101, 105–107

Loneliness
, 28, 114, 129, 140–142, 147, 153

Low-income households
, 133

Manifesto
, 173–176

Marston, H. R.
, 177–181

Massachusetts Institute of Technology (MIT)
, 35

Men’s Sheds Association
, 137

Messenger
, 14, 98

mHealth Apps
, 15

Micro chipping
, 34

Military
, 5, 150–151

Millennials
, 3, 7, 9, 19, 21, 27, 35, 55, 80, 165

Millennium
, 5, 7, 78

Mineworkers
, 5

Mining
, 5–6

Misogyny
, 25

Mixed methods data collection approach
, 39

Mixed Reality (MR)
, 30

Mobile phone
, 3, 15, 43, 58, 94, 148

Model
, 66, 82

Moped
, 87

National Coal Board (NCB)
, 6

National Health Service (NHS)
, 3, 16, 95

National Physical Laboratory (NPL)
, 7

National Union of Mineworkers (NUM)
, 5

NATO Communications and Information Agency (NCIA)
, 151, 170

Nintendo Wii exergames
, 23

North Atlantic Treaty Organization (NATO)
, 170

Northern Ireland (NI)
, 7, 9, 14, 16, 19, 37

Not-For-Profit Organisation (NFP)
, 170

Office for National Statistics (ONS)
, 14, 29, 74, 129

Older adults
, 9, 28–35, 61, 67, 78, 92, 111, 113, 115–116

research experiences
, 116–117

Online resources
, 67, 139

Online shopping
, 9, 136

Online survey by respondents
, 40–42

Pacemakers
, 5

Pan American Health Organization (PAHO)
, 93

Pandemic (see Covid-19)

Parkinson’s disease
, 114, 185

PARO
, 115

and people
, 92

Participants
, 11, 27–28, 37–39, 49, 51–52, 58–59, 65, 113, 117, 122–124, 166

Pedestrian Crossing
, 88

People
, 37, 86, 92, 101, 113

embracing digital technology
, 108

as stakeholder
, 103

Perceptions to emerging technology
, 114, 117–118

Personas
, 113–114

Places
, 37, 48, 104

public places
, 193

Platforms
, 53–56

Player-centric
, 28

Pokémon Go AR game
, 31

Policy
, 37, 82

driven approach
, 93

Polio vaccines
, 5

Positive aspirations for technology
, 59–61

Post-graduate research programmes
, 171

Post-Traumatic Stress Disorder (PTSD)
, 152

Powered Robotic Orthosis (PRO)
, 10

Privacy
, 19, 71–72, 95

data privacy
, 35

and security fears
, 136

Products and services
, 32, 77, 81, 115, 155, 173

Progressive organisation
, 37

‘Protect Scotland’ App
, 17–18

Public Health Agency (PHA)
, 168

Public Health England (PHE)
, 17, 94, 101

Public Health Wales (PHW)
, 29, 101

Push Doctor
, 95

Quality of life (QoL)
, 113, 116, 166, 173, 182

‘Quantified self’ community
, 34

Randomised control trials (RCT)
, 23, 164, 186

Research, development, design and distribution (RDD&D)
, 78, 80

Research development groups (RDG)
, 38

Research environment
, 12, 157

Age NI stakeholder
, 167–169

conducting co-production research
, 165

conducting intergenerational and ‘in the wild’ research
, 166

conducting international research
, 164–165

conducting sensitive research
, 161–164

examples of research projects and approaches
, 161–166

industry
, 170–171

interdisciplinary research
, 157–161

social enterprises
, 170

Respondents
, 40–42

Robotics
, 33, 123

pets
, 92

Rural areas
, 2, 120

Scamming
, 71–72

Scenarios
, 113–114, 167

Science and Technology Organisation
, 170

Sensitive research
, 161–164

Sex work and technology
, 161 Sex workers, 161–162

Sexism
, 25

Shore, L.
, 182–184

Silent Generation
, 3, 19

Small-medium enterprises (SMEs)
, 158

Smart age-friendly ecosystem (SAfE)
, 84, 86, 128

Smart phones
, 3, 13, 55, 104, 124

Smart Watches
, 15

Snapchat
, 14, 128

Social connections
, 40, 51–53, 129, 137–138, 140, 147–150

Social enterprises
, 109, 158, 170

Social media platforms
, 14, 27–28, 51, 65, 92, 98

Social sciences
, 9, 26, 160, 165

Social Security Act 1980
, 6

Societal changes
, 80

Socio-gerontechnology network
, 81

Socioeconomic status (SES)
, 76, 84

Stakeholder
, 103–109

Stoops, L.
, 184–189

‘StopCOVID NI’ app
, 17–19

Stroke
, 24, 114, 123

Surveillance
, 64

Survey
, 43, 46, 169

Sustainability
, 87

Symbiosis
, 110

System Usability Scale (SUS)
, 124

‘Tablet Loan’ scheme
, 139

Tablets
, 13, 104, 109, 124

Tattooing by sub-cultures
, 34

Technology
, 1, 4, 13, 35, 37, 43, 75, 93, 173

acceptance
, 123–124

accessibility
, 43, 115–116

adoption, benefits and challenges
, 11

barriers and negative experiences
, 70–71

benefits to using
, 51–64

challenges to using
, 64–72

changes in technology usability in home and workplace
, 46–49

devices
, 7

in industry
, 109–110

learning and motivations to technology use
, 43

and safety concerns
, 64–66

stakeholders, social enterprise, industry and smart age-friendly ecosystems in 21st century
, 11

of twentieth and twenty-first centuries
, 14–16

use in global pandemic
, 16–19

use in pandemic
, 96–103

Technology Acceptance Model (TAM)
, 123–124

Technology In Later Life study (TILL study)
, 65, 81, 136

Telecare
, 81

Teledoc company
, 94–95

Telehealth
, 2, 33, 81, 127, 139

Telehealth/care
, 94–95

Telehealth/medicine
, 66

Telephone
, 1–2, 94, 105, 136, 148, 162

Tennis for Two game
, 19–21

TikTok
, 128, 129

Tokenism
, 84

Tracking
, 3, 16, 46, 74, 128

Training hubs
, 61

Transgenerational approach
, 77, 80–81, 88

Transgenerational Assistive Robotic Technology (TART)
, 10

Transgenerational Assistive/Accessible Technology (TAT)
, 10

Transgenerational Gaming (TG)
, 10, 27–28

Transgenerational Living Communities and Cities (TLCC)
, 10, 87

Transgenerational Technology (TT)
, 10–11, 35, 155–156, 173, 175

Turner, R. S.
, 189–194

Uncertainty
, 106–107

Unified modelling language (UML)
, 65

United Nations (UN)
, 151, 170

University logos
, 162

Update narrative, November 2021
, 107–108

Vaccines
, 5

Videogames
, 15, 23

consoles
, 13, 27, 31

Virtua Fighter
, 8

Virtual Assistants (VAs)
, 33, 81, 92

Virtual environments (VE)
, 30

Virtual reality (VR)
, 30–32, 153

Vulnerable (vulnerability)
, 28, 54, 123, 161

Wakefield
, 93, 139

Wakefield District Housing (WDH)
, 139

Wearable devices
, 15, 33–35

soft robotic
, 114

WebEx
, 54

WhatsApp
, 3, 14, 54, 63, 65, 129, 135

Woman
, 122, 147, 149

Women in Games
, 24–25

Women’s Institute (WI)
, 137

Working class
, 92, 153, 160

non-working class
, 150

Working group (WG)
, 167

Workshops
, 27, 38–39, 49–51

World Health Organization (WHO)
, 82

World War 1 (WW1)
, 140

World Wide Web
, 8

X-reality (XR)
, 30–32

XR, VR, AR
, 30

Yahoo
, 8

You-Tube videos
, 66

Young people
, 6–7, 21, 39, 59–60, 62, 111, 130, 154, 161

Zoom
, 16, 53–54, 62, 66, 94, 105, 108