Veronica Moretti - Böcker
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4 produkter
4 produkter
Digital Health and the Gamification of Life
How Apps Can Promote a Positive Medicalization
Inbunden, Engelska, 2018
982 kr
Skickas inom 7-10 vardagar
This book analyses the role of technology in the realm of health. Health apps can promote medicalization and the idea that health is an individual matter, rather than a political and social one.The authors base their arguments around three theoretical frameworks. Quantification: the growing importance in our society of markers, rankings, and scores, which thanks to digital devices is fueled by the ease with which it is now possible to collect data. Gamification: a powerful trend in digital society, using playful features to transform what are seen as dull tasks into competitive and appealing ones. Gamified self-tracking seemingly increases our productivity without oppressing us with apparent self-governance. Finally, Medicalization: a growing social phenomenon of the transformation of a 'normal' condition into something pathological. Several health apps presuppose a conception of the user as an individualized subject divorced from any social determinants of health. The authors investigate the possibility of people sharing their most private states leading to new forms of algorithmic surveillance.Alongside this negative vision of medicalization the authors recover the now-rare concept of positive medicalization, looking at how apps can work as positive self-help devices though promoting a medical framework. A selection of digital programs related to fitness in the workplace are also presented and discussed.
Digital Health and the Gamification of Life
How Apps Can Promote a Positive Medicalization
Häftad, Engelska, 2020
400 kr
Skickas inom 7-10 vardagar
This book analyses the role of technology in the realm of health. Health apps can promote medicalization and the idea that health is an individual matter, rather than a political and social one.The authors base their arguments around three theoretical frameworks. Quantification: the growing importance in our society of markers, rankings, and scores, which thanks to digital devices is fueled by the ease with which it is now possible to collect data. Gamification: a powerful trend in digital society, using playful features to transform what are seen as dull tasks into competitive and appealing ones. Gamified self-tracking seemingly increases our productivity without oppressing us with apparent self-governance. Finally, Medicalization: a growing social phenomenon of the transformation of a 'normal' condition into something pathological. Several health apps presuppose a conception of the user as an individualized subject divorced from any social determinants of health. The authors investigate the possibility of people sharing their most private states leading to new forms of algorithmic surveillance.Alongside this negative vision of medicalization the authors recover the now-rare concept of positive medicalization, looking at how apps can work as positive self-help devices though promoting a medical framework. A selection of digital programs related to fitness in the workplace are also presented and discussed.
599 kr
Skickas inom 7-10 vardagar
Understanding Comics-Based Research focuses on the contribution that comics can make to social research as part of a "Graphic social science" construct. Comics and graphic novels offer a juxtaposition of text and images bringing community-based participatory research multiple opportunities for communication.In this exploratory volume, Veronica Moretti illustrates how the graphic medium can help elicit participant’s narratives and how it supports new guiding principles in research, along with what barriers researchers may encounter using comics, and to what extent comics can be incorporated within traditional social research techniques.
1 513 kr
Skickas inom 10-15 vardagar
This book analyzes social research and genres of comics from cross-cultural perspectives. It disentangles the impact of comics in understanding social, cultural and political issues and considers the challenges they may raise from an ethical point of view. In nine case studies focused on topics such as migration, science and technology innovation, urban sociology and criminology, the book aims to answer the following questions: How can the comic medium help understand research’s narratives? To what extent can comics can be incorporated within traditional social research steps? What body of knowledge is being created by research-based comics? How can they represent social class without eliminating it or reproducing its stereotypes and how they deconstruct, without removing the “color line” the cultural difference or the naturalization of gender corporality? What are the barriers (theoretical and methodological) that researchers might encounter using comics to communicate sensitive topics? What are the main ethical considerations researchers must consider? While, at first glance, comics-based research seems to be tied mostly to Sociology, Anthropology and Geography, it also is relevant to a host of other disciplines including cultural studies, feminist studies, environmental studies, disability studies, science and technology studies, critical race studies, queer studies and animal studies. This book will also facilitate international and interdisciplinary collaboration among researchers with an interest in exploring the utility and limitations of the graphic medium.