Mobile e-Health Front Cover

Mobile e-Health

  • Length: 306 pages
  • Edition: 1st ed. 2017
  • Publisher:
  • Publication Date: 2017-12-28
  • ISBN-10: 3319606719
  • ISBN-13: 9783319606712
Description

This multi-disciplinary collection of essays captures discussion, thinking and research surrounding the recent surge of interest in how technology can help us as we age. A wide range of topics are covered, from investigations in the use of technology to improve health and well-being, to examinations of digital gaming, mobile health apps and the quantified self in relation to an ageing population.

From multi-disciplinary perspectives, this collection highlights the role of a more social approach to technology. As such, a variety of social research methods are used throughout the chapters. The benefits and issues with different approaches are highlighted both in terms of further research, but also so the reader can judge the value of the research for themselves.

This collection brings together the latest thinking and cutting edge contemporary research from leading thinkers and academics in the field of human computer interaction, health and gerontology. In taking a social approach, it highlights how technological practices fit within wider gerontological, political and cultural perspectives. It therefore has potential to influence those working in human computer interaction, digital humanities, sociology, psychology and gerontology. It can help change the practice of people working in the health and social care field, in computer and product design, and in the digital and creative industries.

Table of Contents

Part I: Introduction
Chapter 1: An Introduction to the Potential for Mobile eHealth Revolution to Impact on Hard to Reach, Marginalised and Excluded Groups
Part II: mHealth Apps QS
Chapter 2: Universal Design Mobile Interface Guidelines (UDMIG) for an Aging Population
Chapter 3: mHealth and the Digital Cyborg Body: The Running Apps in a Society of Control
Chapter 4: Can Quantified Self Be a Facilitating Technology to Help Older Adults Stay Longer in Their Home?

Part III: Games for Health
Chapter 5: Using Technology to Increase Activity, Creativity and Engagement for Older Adults Through Visual Art
Chapter 6: Can Mobile Digital Games Benefit Older Adults’ Health?

Part IV: Ageing Perspectives to the Barriers and Enablers of Technology Use
Chapter 7: Digital Game Technology and Older Adults
Chapter 8: The Evolution of Telehealth

Part V: Ethics, Theory & Service Provision
Chapter 9: On the Need for Developmental Perspectives in Research on the Potential Positive and Negative Health Effects of Digital Games
Chapter 10: Open Issues in Designing Home Care Technologies

Part VI: Privacy & Legal Requirements
Chapter 11: mHealth, Trust and the Security of Personal Data
Chapter 12: Are mHealth Apps Safe? The Intended Purpose Rule, Its Shortcomings and the Regulatory Options Under the EU Medical Device Framework
Chapter 13: Regulation of Medical Digital Technologies

Part VII: Conclusions
Chapter 14: Transcendent Technology and Mobile eHealth

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