Author(s):
- Karthik S. Bhat
- Neha Kumar
Abstract:
The field of personal health informatics has received increasing attention within the CSCW and HCI communities as health tracking becomes more affordable, accessible, and pervasive. Chronic disease management, in particular, presents tremendous potential for intervention given patients’ ability to now actively participate in their care through tracking. The focus on ‘personal’ in health informatics, however, obfuscates the role of other cultural and ecological factors that might shape health tracking behaviors, and important information from alternative sources could be ignored by virtue of being subjective, complex, or simply hard to collect. To dig deeper into these negative spaces that may go untracked, uncover potential sources of important health information, and more completely understand current tracking practices, we embarked on an interview study with patients with cardiac diseases in Bangalore, India. In this paper, we present these patients’ current health management approaches that are culturally situated, identifying both motivations and barriers to tracking, their attitudes towards online information, as well as cultural and ecological influences on their perceptions of cardiac care. We then discuss the interplay between our findings and current notions of, and approaches towards, patient empowerment and datafication of health.
Documentation:
https://doi.org/10.1177/1555412019845983
References:
Admiral Bulldog . (2018). AdmiralBulldog tries Dota Plus for the first time [YouTube video]. Retrieved October 4, 2018, from https://www.youtube.com/watch?v=d22QWUlCOew Google Scholar | |
Apple Newsroom . (2018, June 5). iOS 12 introduces new features to reduce interruptions and manage screen time. Retrieved from https://www.apple.com/au/newsroom/2018/06/ios-12-introduces-new-features-to-reduce-interruptions-and-manage-screen-time/ Ash, J. (2012a). Attention, videogames and the retentional economies of affective amplification. Theory, Culture & Society, 29, 3–26. Google Scholar | |
Ash, J. (2012b). Technology, technicity, and emerging practices of temporal sensitivity in videogames. Environment and Planning A, 44, 187–203. Google Scholar | SAGE Journals | ISI | |
Ash, J. (2015). The interface envelope: Gaming, technology, power. New York, NY: Bloomsbury. Google Scholar | |
Bartram, L., Patra, A., Stone, M. (2017). Affective color in visualization. In Proceedings of the 2017 CHI conference on human factors in computing systems (pp. 1364–1374). New York, NY: ACM Press. Google Scholar | Crossref | |
Beer, D. (2015). Productive measures: Culture and measurement in the context of everyday neoliberalism. Big Data & Society, 2, 1–12. Google Scholar | SAGE Journals | ISI | |
Beer, D. (2016). Metric power. London, England: Palgrave Macmillan. Google Scholar | Crossref | |
Bennett, T., Dodsworth, F., Noble, G., Poovey, M., Watkins, M. (2013). Habit and habituation: Governance and the social. Body & Society, 19, 3–29. Google Scholar | SAGE Journals | ISI | |
Bogost, I. (2013). Alien phenomenology, or, what it’s like to be a thing. Minneapolis: University of Minnesota Press. Google Scholar | |
Bowen, G. (2006). Grounded theory and sensitizing concepts. International Journal of Qualitative Methods, 5, 12–23. Google Scholar | SAGE Journals | |
Bradley, A. (2011). Originary technicity: The theory of technology from Marx to Derrida. Basingstoke, England: Palgrave Macmillan. Google Scholar | Crossref | |
Carter, M., Gibbs, M., Harrop, M. (2012). Metagames, paragames and orthogames: A new vocabulary. In Proceedings of the 7th International Conference on the Foundations of Digital Games (pp. 11–17), New York, NY: ACM Press. Google Scholar | Crossref | |
Consalvo, M. (2007). Cheating: Gaining advantage in videogames. Cambridge: MIT Press. Google Scholar | Crossref | |
Crawford, K., Lingel, J., Karppi, T. (2015). Our metrics, ourselves: A hundred years of self-tracking from the weight scale to the wrist wearable device. European Journal of Cultural Studies, 18, 479–496. Google Scholar | SAGE Journals | ISI | |
Crogan, P. (2011). Gameplay mode: War, simulation and technoculture. Minneapolis: University of Minnesota Press. Google Scholar | Crossref | |
Crogan, P. (2016). War, mathematics, and simulation: Drones and (losing) control of battlespace. In Harrigan, P., Kirschenbaum, M. (Eds.), Zones of control: Perspectives on wargaming (pp. 641–667). Cambridge: MIT Press. Google Scholar | |
Crogan, P., Kennedy, H. (2009). Technologies between games and culture. Games and Culture, 4, 107–114. Google Scholar | SAGE Journals | ISI | |
DotaCinema . (2018). Dota 2 SUNSfan’s impressions of DotaPlus [YouTube video]. Retrieved October 4, 2018, from https://www.youtube.com/watch?v=uozbtxX4xgk Google Scholar | |
Dota Plus—Statistics or Something More? (2018). Reddit. Retrieved September 29, 2018, from https://www.reddit.com/r/DotA2/comments/84al89/dota_plus_statistics_or_something_more/ Google Scholar | |
Drunk_soldier . (2018). All the flashiness…[Forum post]. Retrieved October 4, 2018, from https://www.reddit.com/r/DotA2/comments/83zpvw/there_should_be_an_option_to_disable_ingame_dota/ Google Scholar | |
Egliston, B. (2017). Building skill in videogames: A play of bodies, controllers and game-guides. M/C Journal, 20. Google Scholar | |
Egliston, B. (2018). E-sport, phenomenality and affect. Transformations: Journal of Media, Culture and Technology, 31, 156–176. Google Scholar | |
Egliston, B. (2019). Videogame analytics, surveillance and memory. Surveillance & Society, 17, 161–168. Google Scholar | Crossref | |
Glaser, B. G., Strauss, A. L. (2017). Discovery of grounded theory: Strategies for qualitative research. London, England: Routledge. Google Scholar | Crossref | |
Gr4b . (2018). Having a high KDA…[Forum post]. Retrieved October 4, 2018, from https://www.reddit.com/r/DotA2/comments/850w03/the_goal_part_of_the_dota_plus_is_not_what_dota/ Google Scholar | |
Gregg, M. (2013). Inside the data spectacle. Television and New Media, 16, 37–51. Google Scholar | SAGE Journals | |
Grosz, E. (2013). Habit today: Ravaisson, Bergson, Deleuze and us. Body & Society, 19, 219–239. Google Scholar | SAGE Journals | |
Hand, M., Gorea, M. (2018). Digital traces and personal analytics: iTime, self-tracking and the temporalities of practice. International Journal of Communication, 12, 666–682. Google Scholar | |
Hansen, M. B. N. (2015). Feed-forward: On the future of twenty-first century media. Chicago, IL: University of Chicago Press. Google Scholar | |
Heidegger, M. (1962). Being and time. Oxford, England: Blackwell. Google Scholar | |
Hunicke, R., LeBlanc, M., Zubek, R. (2004). MDA: A formal approach to game design and game research. Retrieved from http://www.cs.northwestern.edu/∼hunicke/MDA.pdf Google Scholar | |
Jethani, S. (2015). Mediating the body: Technology, politics and epistemologies of self. Communication, Politics & Culture, 47, 34–43. Google Scholar | |
KatsukiDreams . (2018). Precisely…[Forum post]. Retrieved October 4, 2018, from https://www.reddit.com/r/DotA2/comments/83w219/new_dota_plus_is_actually_p2w/ Google Scholar | |
Kelly, R., Watts, L., Payne, S. (2016). Can visualization of contributions support fairness in collaboration? Findings from meters in an online game. In CCSW ‘16 Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work and Social Computing (pp. 664–678). New York, NY: ACM Press. Google Scholar | Crossref | |
Klagaren . (2018). If you can’t…[Forum post]. Retrieved October 4, 2018, from https://www.reddit.com/r/DotA2/comments/83wi2f/get_rid_of_the_live_aspect_of_dotaplus/ Google Scholar | |
Kou, Y., Gui, X. (2018). Entangled with numbers: Quantified self and others in a team-based online game. Proceedings of the ACM on Human-Computer Interaction, 2, 1–25. Google Scholar | Crossref | |
Latour, B. (2004). How to talk about the body? The normative dimension of science studies. Body & Society, 10, 205–209. Google Scholar | SAGE Journals | |
LordVolcanus . (2017). It should be…[Forum post]. Retrieved October 4, 2018, from https://www.reddit.com/r/PUBATTLEGROUNDS/comments/6zssvw/eye_tracking_in_pubg/ Google Scholar | |
Lupton, D. (2014a). Quantified sex: A critical analysis of sexual and reproductive self-tracking using apps. Culture, Health & Sexuality, 17, 440–453. Google Scholar | Crossref | Medline | ISI | |
Lupton, D. (2014b). Self-tracking cultures: Towards a sociology of personal informatics. In OzCHI ‘14 Proceedings of the 26th Australian Computer-Human Interaction Conference on designing futures: The future of design (pp. 77–86). New York, NY: ACM Press. Google Scholar | Crossref | |
Lupton, D. (2016). The quantified self. Cambridge, England: Polity. Google Scholar | |
Lupton, D. (2017). Feeling your data: Touch and making sense of personal digital data. New Media & Society, 19, 1599–1614. Google Scholar | SAGE Journals | ISI | |
Lupton, D. (2018). How do data come to matter? Living and becoming with personal data. Big Data & Society, 5, 1–11. Google Scholar | SAGE Journals | |
Lupton, D., Pink, S., LaBond, C., Sumartojo, S. (2018). Personal data contexts, data sense and self-tracking cycling. International Journal of Communication, 12, 647–665. Google Scholar | |
Massumi, B. (1987). Notes on the translation and acknowledgements. In Deleuze, G., Guatarri, F. (Eds.), A thousand plateaus (pp. 9–20). Minneapolis: University of Minnesota Press. Google Scholar | |
Medler, B. (2011). Player dossiers: Analyzing gameplay data as a reward. Game Studies, 11. Retrieved from http://gamestudies.org/1101/articles/medler Google Scholar | |
Merleau-Ponty, M. (2002). Phenomenology of perception. New York, NY: Routledge. Google Scholar | Crossref | |
Nelsonbestcateu . (2018). The Dota equivalent of…[Forum post]. Retrieved October 4, 2018, from https://www.reddit.com/r/DotA2/comments/83w219/new_dota_plus_is_actually_p2w/ Google Scholar | |
Paul, C. (2011). Optimizing play: How theory craft changes gameplay and design. Game Studies, 11. Retrieved from http://gamestudies.org/1102/articles/paul Google Scholar | |
Paul, C. (2018). The toxic meritocracy of video games: Why gaming culture is the worst. Minneapolis: University of Minnesota Press. Google Scholar | Crossref | |
Pink, S., Fors, V. (2017). Being in a mediated world: Self-tracking and the mind-body-environment. Cultural Geographies, 24, 375–388. Google Scholar | SAGE Journals | ISI | |
Pink, S., Sumartojo, S., Lupton, D., La Bond, C. (2017). Mundane data: The routines, contingencies and accomplishments of digital living. Big Data & Society, 4, 1–12. Google Scholar | SAGE Journals | ISI | |
SheeverGaming . (2015). Playing Dazzle with sentry eye tracker + analysis [YouTube video]. Retrieved October 4, 2018, from https://www.youtube.com/watch?v=m3PLDZ-8JZM Google Scholar | |
Stiegler, B. (1998). Technics and time, 1: The fault of Epimetheus. Stanford, CA: Stanford University Press. Google Scholar | |
Stiegler, B. (2010a). For a new critique of political economy. Cambridge, England: Polity. Google Scholar | |
Stiegler, B. (2010b). Memory. In Mitchell, W. J. T., Hansen, M. B. N. (Eds.), Critical terms for media studies (pp. 64–87). Chicago, IL: University of Chicago Press. Google Scholar | |
Stiegler, B. (2011). Technics and time, 3: Cinematic time and the question of malaise. Stanford, CA: Stanford University Press. Google Scholar | |
Stiegler, B. (2015). Automatic society: The future of work. Cambridge, England: Polity. Google Scholar | |
Taylor, T. L. (2006). Does WoW change everything? How a PvP server, multinational player base, and surveillance mod scene caused me pause. Games and Culture, 1, 318–337. Google Scholar | SAGE Journals | |
Thompson, E., Lutz, A., Cosmelli, D. (2005). Neurophenomenology: An introduction for neurophilosophers. In Brook, A., Akins, K. (Eds.), Cognition and the brain: The philosophy and neuroscience movement (pp. 40–97). New York, NY: Cambridge University Press. Google Scholar | Crossref | |
Thrift, N. (2004). Movement-space: The changing domain of thinking resulting from the development of new kinds of spatial awareness. Economy and Society, 33, 582–604. Google Scholar | Crossref | ISI | |
Tobii Gaming . (2015). SteelSeries Game Analyzer Updates [YouTube video]. Retrieved October 4, 2018, from https://www.youtube.com/watch?v=Xgt5A1py3Kc Google Scholar | |
Valve Corporation . (2013). Dota 2 [Video game]. Bellevue, WA: Author. Google Scholar | |
Vellosso, E., Carter, M. (2016). The emergence of EyePlay: A survey of eye interaction in games. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (pp. 171–185). New York, NY: ACM Press. Google Scholar | Crossref | |
Wang, J., O’Kane, A., Newhouse, N., Sethu-Hones, G., de Barbaro, K. (2017). Quantified baby: Parenting and the use of a baby wearable in the wild. In Proceedings of the ACM on Human-Computer Interaction (pp. 1–19). New York, NY: ACM Press. Google Scholar | Crossref | |
Wenz, K. (2013). Theorycrafting: Knowledge production and surveillance. Information, Communication & Society, 16, 178–193. Google Scholar | Crossref | |
Wolf, G. (2009, June 22). Know thyself: Tracking every facet of life, from sleep to mood to pain, 24/7/365. Wired. Retrieved from https://www.wired.com/2009/06/lbnp-knowthyself/ Google Scholar |