2018
DOI: 10.1108/9781787543652
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Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization

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Cited by 19 publications
(12 citation statements)
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“…Additionally, they synthesize their experiences and produce interpretations and remedies for their shared conditions that are distinct from those offered by medicine (Henwood and Marent 2019). The use of health apps and other digital technologies (e.g., self-tracking devices), along with health platforms like 23andMe, encourage and commodify lay expertise by inviting laity to be coproducers of new modes of medical knowing (Maturo and Moretti 2018; Saukko 2018). In sum, digitally generated lay expertise operates as a crucial resource for circumnavigating medicine’s unknowns at the same time that it produces new medical knowledges and practices.…”
Section: Lay Expertise: Close Encounters With Medical Ignorancementioning
confidence: 99%
“…Additionally, they synthesize their experiences and produce interpretations and remedies for their shared conditions that are distinct from those offered by medicine (Henwood and Marent 2019). The use of health apps and other digital technologies (e.g., self-tracking devices), along with health platforms like 23andMe, encourage and commodify lay expertise by inviting laity to be coproducers of new modes of medical knowing (Maturo and Moretti 2018; Saukko 2018). In sum, digitally generated lay expertise operates as a crucial resource for circumnavigating medicine’s unknowns at the same time that it produces new medical knowledges and practices.…”
Section: Lay Expertise: Close Encounters With Medical Ignorancementioning
confidence: 99%
“…However, in contemporary literature, there is even more worry about the effects of digital assistants on people's ability for self-determination and autonomy than on their utility (Frischmann & Selinger, 2018;Lanzing, 2016;Maturo & Moretti, 2018;Poon, 2016;Sax, 2021;Susser, 2019, for an analysis of several such criticisms, see "4. Replies to a common objection: reduction of autonomy," below).…”
Section: The Ethical Perspective: Self-examination and Autonomymentioning
confidence: 99%
“…These technologies do involve a threat of manipulation; they are intended to grab the attention of users and to gather more information about them, which can be marketed (for a detailed and fairly balanced analysis of these issues cf. Maturo & Moretti, 2018). I do not want to deny that this is a process which is likely to occur in the use of digital assistants.…”
Section: Replies To a Common Objection: Reduction Of Autonomymentioning
confidence: 99%
“…Participants are motivated by giving rewards and badges for each question they complete. Gamification has also been used in positive treatment campaigns [8]. Another example of gamification in the health sector is Nike + application for sports activities [9].…”
Section: Introductionmentioning
confidence: 99%