Edition |
First edition. |
Description |
1 online resource (176 pages) : illustrations |
Physical Medium |
polychrome |
Description |
text file |
Bibliography |
Includes bibliographical references and index. |
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 |
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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 |
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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 |
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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 |
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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 |
Summary |
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. |
Local Note |
eBooks on EBSCOhost EBSCO eBook Subscription Academic Collection - North America |
Subject |
Health -- Data processing.
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Health. |
Genre/Form |
Electronic books.
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Added Author |
Moretti, Veronica, author.
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Other Form: |
Print version: Maturo, Antonio Francesco. Digital health and the gamification of life. First edition. Bingley : Emerald Publishing Limited, 2018 1787543668 9781787543669 (OCoLC)1040583481 |
ISBN |
178754365X (electronic book) |
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9781787543652 (PDF ebook) |
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9781787543676 (ePub ebook) |
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1787543676 (ePub ebook) |
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9781787543669 (hardcover) |
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1787543668 (hardcover) |
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