Author:

  • Ruffino, Paolo

Abstract:

This chapter looks at the notion of engagement and its interpretation in the development and marketing of self-tracking wearable devices and in the literature on the Quantified Self and gamification. It concludes that the vision provided so far in these contexts imagines a scenario where events are impossible, and the quantification of the self is reduced to a collection of facts about the individual. It is precisely by investigating the polysemy of the term ‘engagement’ that alternative relationships with our quantified selves could be imagined. This is a necessary practice, in an age when engagement is no longer voluntarily but imposed on the user by invisible forms of tracking. The argument is supported by drawing on a personal, emotional, and ‘catastrophic’ experience with Nike+ FuelBand.

Document:

https://doi.org/10.1007/978-3-319-65379-2_2

References:
  • Ajana, Btihaj. 2017. Digital Health and the Biopolitics of the Quantified Self. Digital Health 3: 1–18. London: Sage Journals.Google Scholar
  • Beer, David. 2016. Metric Power. London: Palgrave Macmillan.CrossRefGoogle Scholar
  • Bergson, Henry. 2001. Time and Free Will: An Essay on the Immediate Data of Consciousness. Mineola, NY: Dover Publications. Originally published in 1913. London: George Allen and Company Ltd.Google Scholar
  • Bergson, Henry. 2007. Creative Evolution. London: Palgrave Macmillan. Originally published in 1911. London: MacMillan.Google Scholar
  • Boellstorff, Tom. 2013. Making Big Data, in Theory. First Monday 18 (10). University of Illinois at Chicago. http://journals.uic.edu/ojs/index.php/fm/article/view/4869/3750. Accessed 25 Feb 2017.
  • Bogost, Ian. 2015. Why Gamification Is Bullshit. In The Gameful World: Approaches, Issues, Applications, eds. Steffen P. Walz and Sebastian Deterding, 65–80. Cambridge, MA: The MIT Press.Google Scholar
  • Charara, Sophie. 2016. Fashion Tech: 20 Wearables That Are More Chic Than Geek. Wearable, August 16. https://www.wareable.com/fashion/wearable-tech-fashion-style. Accessed 25 Feb 2017.
  • Crogan, Patrick. 2011. Gameplay Mode: War, Simulation and Technoculture. Minneapolis: University of Minnesota Press.CrossRefGoogle Scholar
  • Danter, Stefan, Ulfried Reichardt, and Regina Schober. 2016. Theorising the Quantified Self and Posthumanist Agency: Self-Knowledge and Posthumanist Agency in Contemporary US-American Literature. In Digital Culture and Society 2 (1): 53–67. Edited by Pablo Abend and Mathias Fuchs. Bielefeld: Transcript-Verlag.Google Scholar
  • Davidson, Donald. 1980. Essays on Actions and Events. Oxford: Clarendon Press.Google Scholar
  • Deleuze, Gilles. 1991. Bergsonism. New York: Zone Books. Originally published in 1966. Paris: Presses Universitaires de France.Google Scholar
  • Deterding, Sebastian, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From Game Design Elements to Gamefulness: Defining Gamification. In Proceedings of the 15th International Academic MindTrek Conference, 9–15. Tampere: Finland.Google Scholar
  • Foucault, Michel. 1977. Discipline and Punish: The Birth of the Prison. London: Penguin Books.Google Scholar
  • Fuchs, Mathias, Sonia Fizek, Paolo Ruffino, and Niklas Schrape. 2014. Rethinking Gamification. Lueneburg: Meson Press.Google Scholar
  • Goode, Lauren. 2016. Three CES Wearables That Actually Aren’t Ugly. The Verge, January 11. http://www.theverge.com/2016/1/11/10742956/ces-2016-wearables-best-smart-watches-fitness-trackers. Accessed 25 Feb 2017.
  • Haraway, Donna. 1988. Situated Knowledges: The Science Question in Feminism as a Site of Discourse on the Privilege of Partial Perspective. Feminist Studies 14 (3): 575–599. Feminist Studies, Inc.Google Scholar
  • Haraway, Donna. 1991. A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century. In Simians, Cyborgs and Women: The Reinvention of Nature, ed. Cyborgs Simians, 149–181. London: Free Association Books.Google Scholar
  • Haraway, Donna. 2003. The Companion Species Manifesto: Dogs, People, and Significant Otherness. Chicago: Prickly Paradigm Press.Google Scholar
  • Ingraham, Nathan. 2016. Jawbone Is Reportedly Stopping Production on All of Its Fitness Trackers (update). Engadget, May 27. http://www.engadget.com; https://www.engadget.com/2016/05/27/jawbone-up-fitness-trackers-discontinued-rumor/. Accessed 25 Feb 2017.
  • Karanasiou, Argyro, and Sharanjit Kang. 2016. My Quantified Self, My FitBit and I: The Polymorphic Concept of Health Data and the Sharer’s Dilemma. Digital Culture and Society, 2 (1): 123–142, eds. Pablo Abend and Mathias Fuchs. Bielefeld: Transcript-Verlag.Google Scholar
  • Kember, Sarah. 2016. iMedia: The Gendering of Objects, Environments and Smart Materials. London: Palgrave Macmillan.CrossRefGoogle Scholar
  • Latour, Bruno. 2014. Agency at the Time of the Anthropocene. New Literary History 45 (1): 1–18. Baltimore, MD: The Johns Hopkins University Press.Google Scholar
  • Ledger, Dan, and Daniel McCaffrey. 2014. Inside Wearables: How the Science of Human Behavior Change Offers the Secret to Long-Term Engagement. Endeavour Partners LLC. https://endeavourpartners.net/assets/Endeavour-Partners-Wearables-and-the-Science-of-Human-Behavior-Change-Part-1-January-20141.pdf. Accessed 25 Feb 2017.
  • Lupton, Deborah. 2016. The Quantified Self: A Sociology of Self-Tracking. Malden, MA: Polity.Google Scholar
  • McLuhan, Marshall. 2003. Art as Survival in the Electric Age (1973). In Understanding Me: Lectures and Interviews, eds. Stephanie McLuhan and David Staines, 206–224. Toronto: McClelland and Stewart.Google Scholar
  • Nafus, Dawn. 2016. Quantified: Biosensing Technologies in Everyday Life. Cambridge, MA: The MIT Press.CrossRefGoogle Scholar
  • Neff, Gina, and Dawn Nafus. 2016. Self-Tracking. Cambridge, MA: The MIT Press.Google Scholar
  • Newton, Casey. 2014. Nike Reportedly Abandons the FuelBand and Lays Off Its Hardware Division (updated). The Verge, April 18. http://www.theverge.com/2014/4/18/5629544/. Accessed 25 Feb 2017.
  • Pressman, Aaron. 2017. Fitbit CEO Offers Turnaround Strategy After a Tough Year. Fortune, February 22. http://fortune.com/2017/02/22/fitbit-ceo-turnaround-strategy/. Accessed 25 Feb 2017.
  • Suchman, Lucy. 2007. Human-Machine Reconfigurations: Plans and Situated Actions, 2nd ed. Cambridge: Cambridge University Press.Google Scholar
  • Vendler Zeno. 1967. Facts and Events. Linguistics in Philosophy, 122–146. Ithaca: Cornell University Press.Google Scholar
  • Whitson, R. Jennifer. 2015. Foucault’s FitBit: Governance and Gamification. In The Gameful World: Approaches, Issues, Applications, eds. Steffen P. Walz and Sebastian Deterding, 339–358. Cambridge, MA: The MIT Press.Google Scholar
  • Wolf, Gary. 2010. The Data-Driven Life. The New York Times Magazine, April 28. http://www.nytimes.com/2010/05/02/magazine/02self-measurement-t.html. Accessed 25 Feb 2017.
  • Young, Nora. 2012. The Virtual Self: How Our Digital Lives Are Altering the World Around Us. Toronto: McClelland and Stewart.Google Scholar
  • Zichermann, Gabe, and Christopher Cunningham. 2011. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. New York: O’Reilly Media.Google Scholar