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Marston, Hannah; Freeman, Shannon and Musselwhite, Charles eds. (2017). Mobile e-Health. Human–Computer Interaction Series. Springer.
DOI: https://doi.org/10.1007/978-3-319-60672-9
URL: http://www.springer.com/gp/book/9783319606712
Abstract
Drawing together contemporary research and thinking from leading scholars in the field to discuss the concept of the quantified self and life-logging, this book takes a lifecourse approach addressing (among others) usability and accessibility issues. As people engage with digital technologies (such as Fitbits and mHealth apps), to monitor physical activity and nutrition and for managing chronic conditions (like diabetes or fall prevention), there is increasing interest in this emerging field. The use of digital games used for cognitive or physical rehabilitation in conjunction with these issues is relatively new, and a book covering the utility, use and best-design of these technologies for specific demographics will be a very welcome addition to the field.
Focusing on life logging activities, mHealth apps and digital gaming across the lifespan (with particular emphasis on the over 70s), the book will provide readers with an overview of how research and development is converging from a variety of disciplines including human-computer interaction, public health, psychology, sociology and gerontology, with different questions being addressed and different research frameworks being utilised.