Art and Technology for Health

Art and Technology for Health

Stephen Boyd Davis, Magnus Moar, Rachel Jacobs, Matt Watkins, Robin Shackford, Leif Oppermann, Mauricio Capra
ISBN13: 9781605663562|ISBN10: 1605663565|EISBN13: 9781605663579
DOI: 10.4018/978-1-60566-356-2.ch038
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MLA

Boyd Davis, Stephen, et al. "Art and Technology for Health." Handbook of Research on Information Technology Management and Clinical Data Administration in Healthcare, edited by Ashish N. Dwivedi, IGI Global, 2009, pp. 616-630. https://doi.org/10.4018/978-1-60566-356-2.ch038

APA

Boyd Davis, S., Moar, M., Jacobs, R., Watkins, M., Shackford, R., Oppermann, L., & Capra, M. (2009). Art and Technology for Health. In A. Dwivedi (Ed.), Handbook of Research on Information Technology Management and Clinical Data Administration in Healthcare (pp. 616-630). IGI Global. https://doi.org/10.4018/978-1-60566-356-2.ch038

Chicago

Boyd Davis, Stephen, et al. "Art and Technology for Health." In Handbook of Research on Information Technology Management and Clinical Data Administration in Healthcare, edited by Ashish N. Dwivedi, 616-630. Hershey, PA: IGI Global, 2009. https://doi.org/10.4018/978-1-60566-356-2.ch038

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Abstract

The chapter describes the development of a prototype digital game which was designed to make players more aware of the health consequences of their behaviours. The emphasis was on enabling players to become more aware of the performance of their heart–but without setting them targets, prescribing fitness programmes, or in any other way making them feel that they were doing ‘work’ or ‘exercise’. A prototype developed principally by artists and designers rather than by health professionals, the game has so far only been evaluated informally, and no longitudinal studies have been undertaken. Nevertheless, some interesting issues have been raised. These include the use of digital gameplay as a potential means to modify attitudes and behaviours; the possible benefits of live feedback during use as distinct from retrospective review of performance; and the success of this project in terms of multidisciplinary collaboration. Since few projects have been based on live heart-rate, the chapter also introduces some of the problems and the potential of exploiting this aspect of behaviour in digital play. First, two contexts are described: the crisis in health caused by widespread low levels of physical activity and the technocultural context in which the work was developed. An account of the innovative features of the project leads into a discussion of the issues arising.

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