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  1. Digital Wellness and Persuasive Technologies.Laura Specker Sullivan & Peter Reiner - 2019 - Philosophy and Technology 34 (3):413-424.
    The development of personal technologies has recently shifted from devices that seek to capture user attention to those that aim to improve user well-being. Digital wellness technologies use the same attractive qualities of other persuasive apps to motivate users towards behaviors that are personally and socially valuable, such as exercise, wealth-management, and meaningful communication. While these aims are certainly an improvement over the market-driven motivations of earlier technologies, they retain their predecessors’ focus on influencing user behavior as a primary metric (...)
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  • The limits of empowerment: how to reframe the role of mHealth tools in the healthcare ecosystem.Jessica Morley & Luciano Floridi - 2020 - Science and Engineering Ethics 26 (3):1159-1183.
    This article highlights the limitations of the tendency to frame health- and wellbeing-related digital tools (mHealth technologies) as empowering devices, especially as they play an increasingly important role in the National Health Service (NHS) in the UK. It argues that mHealth technologies should instead be framed as digital companions. This shift from empowerment to companionship is advocated by showing the conceptual, ethical, and methodological issues challenging the narrative of empowerment, and by arguing that such challenges, as well as the risk (...)
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  • “There is Nothing Fun About Pain”: A Critical Phenomenology of Games for Chronic Pain.Michelle Charette - 2023 - Philosophy and Technology 37 (1):1-23.
    This article examines the gamification of health applications designed to help patients manage chronic pain. Through description of one such program and in-depth interviewing, I describe why gamified pain applications are appealing to patients living with chronic pain. Individuals living with chronic pain are especially disposed to try novel pain management technologies due to the in-control and out-of-control paradox of pain (Leder, 2016). These applications are seductive not only due to this embodied phenomenon, but also because gamification taps into the (...)
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  • Commercial mHealth Apps and Unjust Value Trade-offs: A Public Health Perspective.Leon W. S. Rossmaier - 2022 - Public Health Ethics 15 (3):277-288.
    Mobile health (mHealth) apps for self-monitoring increasingly gain relevance for public health. As a mobile technology, they promote individual participation in health monitoring with the aim of disease prevention and the mitigation of health risks. In this paper, I argue that users of mHealth apps must engage in value trade-offs concerning their fundamental dimensions of well-being when using mobile health apps for the self-monitoring of health parameters. I particularly focus on trade-offs regarding the user’s self-determination as well as their capacity (...)
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  • Wearables, the Marketplace and Efficiency in Healthcare: How Will I Know That You’re Thinking of Me?Mark Howard - 2021 - Philosophy and Technology 34 (4):1545-1568.
    Technology corporations and the emerging digital health market are exerting increasing influence over the public healthcare agendas forming around the application of mobile medical devices. By promising quick and cost-effective technological solutions to complex healthcare problems, they are attracting the interest of funders, researchers, and policymakers. They are also shaping the public facing discourse, advancing an overwhelmingly positive narrative predicting the benefits of wearable medical devices to include personalised medicine, improved efficiency and quality of care, the empowering of under-resourced communities, (...)
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  • Mapping the Other Side of Agency.Nikolai Münch, Nils-Frederic Wagner & Norbert W. Paul - 2021 - American Journal of Bioethics Neuroscience 12 (2-3):198-200.
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  • The Spectrum of Responsibility Ascription for End Users of Neurotechnologies.Andreas Schönau - 2021 - Neuroethics 14 (3):423-435.
    Invasive neural devices offer novel prospects for motor rehabilitation on different levels of agentive behavior. From a functional perspective, they interact with, support, or enable human intentional actions in such a way that movement capabilities are regained. However, when there is a technical malfunction resulting in an unintended movement, the complexity of the relationship between the end user and the device sometimes makes it difficult to determine who is responsible for the outcome – a circumstance that has been coined as (...)
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