This article explores how the a.s.r. Vitality app communicates societal health norms and shows how important notions in Michel Foucault’s work - the panopticon, social hygiene and the care of the self - can be applied to this phenomenon.
Through gamification it is possible to work on a more engaging way of learning and to truly let learners use their creative potential. Nevertheless, we should keep in mind that using gamification is highly contextualized.
Blinkist is an app developed by a software company in Berlin. According to its marketing campaign, it “makes reading books realistic again”. But what kind of reading does it facilitate? I tried the app for a week.
This article explains the functionalities of the Digital little red book or Xuexi Qiangguo with the concept of gamification and its sociopolitical implications on governmentality.
Apps like AirBnB, Google maps or even Tinder have become an important part of contemporary travelling and tourism. The internet has become an important infrastructure for travelling and digitalization has shaped tourism in the 21st century. This file addresses the impact of digitalization on tourism and travel.
Mhealth apps have become more popular in the last couple of years. Are we losing the connection with our body by using our mobile devices to tell us whether we are living a healthy lifestyle? We need more information about the use of health apps.
Migration is very much influenced by the digital age. Many asylum seekers find the information they want and need online. How does the age of digitalization affect the way migration works in the 21st century?