Week 11 - Digital Health Promotion Flashcards

1
Q

What has health promotion always engaged with?

A
  • Media
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2
Q

What does health promotion always draw on?

A
  • Theories and practices from media studies
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3
Q

What have studies shown that online communications are effective in?

A
  • Improving health knowledge
  • Understanding health topics
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4
Q

What have studies shown that social media can be used to promote and change?

A
  • Health related behaviours
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5
Q

What are the 3 Eras of the Web?

A
  • Web 1.0
  • Web 2.0
  • Web 3.0
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6
Q

Describe the Web 1.0 Era of the Web

A
  • Following development of WWW
  • Information Unidirectional
  • Seek Health Information
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7
Q

Describe the Web 2.0 Era of the Web

A
  • Known as ‘Social Web’
  • Creation and Content Sharing by Users
  • Seek others with shared concerns
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8
Q

Describe the Web 3.0 Era of the Web

A
  • Known as ‘Internet of Things’
  • Interconnection of smart objects that exchange information with or without need for human engagement
  • Seek personalized, data driven health solutions
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9
Q

Who were the Partners in the Carrot Reward App?

A
  • Ministry of Health
  • Public Health Agency of Canada
  • BC Healthy Living Alliance
  • Social Change Rewards
  • YMCA Canada
  • Heart & Stroke Foundation
  • Canadian Diabetes Association
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10
Q

What was the original goal of the Carrot Reward App?

A
  • Influence British Columbians to make healthier choices
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11
Q

How did you earn points on the Carrot Rewards App? What else did you gain?

A

Points
- Completing quizzes on healthy living topics
Additional Gain
- Knowledge on Health

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12
Q

What are some of the Healthy Living topics covered in the Carrot Reward App?

A
  • Nutrition, Meal Planning, and Grocery Shopping
  • Physical Activity - amount, type
  • Mental Wellbeing
  • Low risk drinking and smoking
  • Flue shots and other ‘health checks’ and screening
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13
Q

What kind of points did you receive in the Carrot Rewards App?

A
  • Aeroplan
  • Scene
  • More Rewards
  • Petro Points
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14
Q

What was the Goal of the Carrot Reward App?

A
  • Increase step count among users in BC and NL
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15
Q

How did the Carrot Rewards App attempt to set theyre goal?

A
  • Goal Setting
  • Graded Tasks
  • Biofeedback
  • Small Incentives
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16
Q

For the Step Count Challenge on the Carrot Reward App when were users rewarded?

A
  • Calculate baseline step, then reward for base +1000 steps.
  • Reward for 10/14 days reaching goal
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17
Q

How many users were classified as inactive? What was inactive based on ?

A

50% of Users
- <5000 steps/day

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18
Q

What was the average increase in step count during the Step Count Challege?

A
  • 117 steps
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19
Q

What step count did the high engagers that were inactive to start increase by?

A
  • 1224 step/day
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20
Q

What was the Goal of the Carrot Flu Education Campaign?

A
  • Incentivize flu education messaging
  • Encourage vaccination uptake in BC
21
Q

What did the in app quizzes feature during the Carrot Flu Education Campaign?

A
  • Education about importance of flu vaccine
22
Q

When did the Carrot App give push notifications during the Carrot Flu Education Campaign?

A
  • When within 200m of a participating pharmacy
23
Q

How did you receive bonus points on the Carrot App during the Carrot Flu Education Campaign?

A
  • For Going to Pharmacy
  • Completing Follow Up Survey
24
Q

How many users took the Flu Campaign Quiz?

A
  • 38% (30500)
25
Q

How many users of the Carrot App clicked on the map to find a pharmacy?

A
  • 41%
26
Q

How many Carrot App users turned on location based push notifications?

A
  • 78%
27
Q

How many Carrot App users spoke to a pharmacist?

A
  • 96
28
Q

How many Carrot App users reported getting vaccine?

A
  • 38
29
Q

Why did the Carrot Reward App Almost work?

A
  • Gamification (points, goals, challenges)
  • Present Bias: People overvalue immediate incentives
  • Herd Behaviour: Real time feedback on peer progress
30
Q

Why didnt the Carrot Reward App Survive?

A
  • High engagement made it too expensive for government partners
  • Average earnings was only $8/year
31
Q

What is the evidence that there is a new (digital) fitness boom?

A
  • Health apps are top category
  • Fitness apps make up bulk of health apps
  • Wearable tech alone estimated at 99.5 billion dollar industry in 2022
32
Q

What is exergames?

A
  • Health-related digital gaming
33
Q

How do exergames work?

A
  • Use sensors to generate digital data on players
  • Provide data on fitness (BMI)
34
Q

Why was Wii Fit revolutionary?

A
  • First time positioned screens as something that could benefit physical health
35
Q

Where is the blurring between ‘tech’ companies and ‘fitness’ companies seen?

A
  • Nintendo a player in fitness space
  • Nike player in tech space
36
Q

What did scientists and engineers publish in 2011?

A
  • a fictional, futuristic digitized weight-loss program
37
Q

What did the Fit4Life fictional, futuristic digitized weight loss program entail?

A
  • Tracking devices to monitor calorie consumption, exercise, metabolic rate.
  • Integrating social media for support and motivation
  • Goal to use technology to encourage people to eat less and exercise more
38
Q

What equipment was theoretically proposed for the Fit4Life fictional, futuristic digitized weight-loss program?

A
  • Earpiece - record jaw movements
  • Thinsert - For sock/shoe: electronic weight scale
  • HR monitor worn on chest
  • Support cloud to connect social media
  • Information to link wirelessly to smartphone app
39
Q

What is a Prosumers?

A
  • Both Produce and Consume digital content
40
Q

What are quantified self-ers?

A
  • Growing movement in self-tracking as part of improving one’s lifeq
41
Q

Describe HEalthism

A
  • Health as personal and moral matter
  • People have personal and moral responsibility to be as healthy as possible
42
Q

What is Healthism closely linked to?

A
  • Medicalization of everyday life
43
Q

What is the medicalization of everyday life?

A
  • Notion that more and more realms of life are subject to the medical gaze
44
Q

What is Healthism and Medicalization of Everyday Life often associated with?

A
  • Neoliberalism
45
Q

What did Lupton (2014) say about Digital technology and companies?

A
  • Digital technologies are political
  • Digital empires have a lot of power
  • Can shape social relations, commercial, and government activities and all forms of social institutions
46
Q

What is something that Insurance companies have recently done?

A
  • Offer discounts if you let them track your fitbit
  • Discounts for healthy behaviours
47
Q

What are some concerns with digital health promotion?

A
  • Blur boundaries between public and private surveillance
  • Users framed as personally responsible for own care and management
48
Q
A