The application of new technologies in promoting a healthy lifestyle: selected examples

Open access

Abstract

Modern society is fascinated by Information and Communication Technologies (ICTs), physical laziness, isolation from nature, and a preference for staying indoors. Despite the general acceptance and understanding of the health benefits of recreation in the open air, a change is being seen in the recreational patterns of urban dwellers, as they spend less time outdoors. In order to counteract such behaviours, we can try to apply ICTs to enhance time spent outdoors. The performed study aimed to find uses of ICT solutions in designing public spaces in order to enhance and promote a healthy lifestyle. The selected examples show possible applications of ICT in promoting active recreation, e.g. mobile applications for sport activities, urban games in line with the idea of the Playable City, and urban furniture and outdoor hotspots enabling access to the Internet. The research findings proved that digitisation is not only a threat to a healthy lifestyle, but that it can also create opportunities to improve the quality of life.

Alomar, N. Alsaleh, M. Alarifi, A. (2019). Behavioral consequences of Pokémon GO: The exaggerated picture. Computers in Human Behavior, 90, 223-245. DOI: https://doi.org/10.1016/j.chb.2018.08.040

Bajgier-Kowalska M. Tracz M. Uliszak, R. (2018). Obiekty zabytkowe w przestrzeni wirtualnej gry Ingress - studium małych miast Krakowskiego Obszaru Metropolitalnego (Historical sites in the virtual world of the Ingress game – case study of small towns in the Krakow Metropolitan Area – in Polish). Prace Geograficzne, 152, 11-31. DOI: https://doi.org/10.4467/20833113PG.17.028.8251

Bielecki, K. (2008). Miasto to gra (The city is a game – in Polish). Warszawa: Wydawnictwo Akademickie Inkubatory Przedsiębiorczości.

BlocParc (2017). Available at: http://www.blocparc.fr/ (12.04.2017).

Bochińska, B. (2007). Bądź smart city (Be smart city – in Polish). In: Goźlińska, K. editor, Biblioteka wizerunku miasta, cz. 3: Meble miejskie (City image library, part 3: Urban furniture – in Polish), Warszawa: Wyd. AMS SA, 29-31.

Borden, I. (2007). Tactics for a Playful City. In: von Borries, F., Walz, S. P. and Boettger, M. editors, Space time play: computer games, architecture and urbanism: the next level, Boston, MA: Birkhauser Verlag AG, 332-334.

Daily Yoga: Świetnie zaprojektowany mobilny kurs jogi (Daily Yoga: A greatly designed mobile yoga course – in Polish) (2017). Available at: http://antyapps.pl/daily-yoga-swietnie-zaprojektowany-mobilny-kurs-jogi-androidios/ (23.01.2017).

Dahlgren, G. Whitehead, M. (1991). Policies and strategies to promote social equity in health. Background document to WHO - Strategy paper for Europe, Institute for Futures Studies. Available at: https://ideas.repec.org/p/hhs/ifswps/2007_014.html (14.01.2019)

de Lange, M. (2015). The Playful City: Using Play and Games to Foster Citizen Participation. In: Skaržauskienė, A. and Romeris, M., editors, Social Technologies and Collective Intelligence, Vilnius: Vilnius University, 426-434.

Dobbs, R. Manyika, J. Woetzel, J. (2015). No Ordinary Disruption. The four global forces breaking all the trends. McKinsey Report. NY: McKinsey and Company.

Endomondo. Google Play (2017). Available at: https://play.google.com/store/apps/details?id=com.endomondo.android&hl=pl (22.01.2017).

Forlano, L. (2008). Anytime? Anywhere?: Reframing Debates Around Municipal Wireless Networking. The Journal of Community Informatics, 4(1). Available at: http://www.ci-journal.net/index.php/ciej/article/view/438/401 (24.06.2016).

Gabbiadini, A. Sagioglou, Ch. Greitemeyer, T. (2018). Original dataset used in the article “Does Pokémon Goleadtoamorephysicallyactive life style?”. Data in Brief, 20, 732–734. DOI: https://doi.org/10.1016/j.dib.2018.08.115

Graham, H. White, P.C.L. (2016). Social determinants and lifestyles: integrating environmental and public health perspectives. Public Health, 14, 270-278. DOI: https://doi.org/10.1016/j.puhe.2016.09.019

Hello Lamp Post (2013). Available at: https://www.play-ablecity.com/projects/hello-lamp-post/ (18.02.2017).

JCDecaux’s Inteligent Street Furniture (2016). Available at: http://www.jcdecaux.com/en/Innovation-Design/JCDecaux-s-Intelligent-Street-Furniture (12.04.2017).

Kamboj, A.K. Kriszna, S.G. (2016). Pokémon GO: An innovative smartphone gaming application with health benefits. Promary Care Diabetes, 11(4), 397–399. DOI: https://doi.org/10.1016/j.pcd.2017.03.008

Kimic, K. (2015a). Meble miejskie i ich rola w kształtowaniu przestrzeni (Street furniture and its role in shaping the space – in Polish). Zieleń miejska plus, 1, 4-6.

Kimic, K. (2015b). Wielofunkcyjne meble miejskie – innowacyjne rozwiązania służące integracji ich walorów użytkowych i artystycznych (Multifunctional city’s furniture - innovative applications for integration of their utilitarian and art values – in Polish). In: Flizikowski, J. editor, Integracja Sztuki i Techniki w Architekturze i Urbanistyce, tom 3 (Integration of Art. and Technics in Architecture and Urban Planning, part 3 – in Polish), Bydgoszcz: Wydawnictwo Uczelniane Uniwersytetu Technologiczno-Przyrodniczy w Bydgoszczy, 169-179.

Kimic, K. (2017). Wspomaganie projektowania uniwersalnego przestrzeni publicznych przez zastosowanie technologii informacyjno-komunikacyjnych (ICT) w meblach miejskich (Universal design of public spaces aided by Information and Communication Technologies (ICT) application to urban furniture – in Polish). Studia Komitetu Przestrzennego Zagospodarowania Kraju PAN, CLXXVI, 175-196. DOI: https://doi.org/10.24425/118573

Kimic, K., Suchocka, M., Maksymiuk, G. Kołodyńska, N. (2016). Preferencje i oczekiwania użytkowników Internetu jako podstawa kształtowania hotspotów w przestrzeniach publicznych miast (Preferences and Expectations of Internet users as a Basis for Development of Hotspots in Urban Public Spaces – in Polish). In: Gałuszko, D., Ptaszek, G. and Żuchowska-Skiba, D. editors, Technologiczno-społeczne oblicza XXI wieku (Technological and social aspects of the 21st century – in Polish), Kraków: Wydawnictwo LIBRON, 159-182.

Krzysztofek, K. Szczepański, M. (2005). Zrozumieć rozwój. Od społeczeństw tradycyjnych do informacyjnych. Podręcznik socjologii rozwoju społecznego dla studentów socjologii, nauk politycznych i ekonomii (Understanding development. From traditional to informative societies. Handbook of sociology of social development for students of sociology, political sciences and economics – in Polish). Katowice: Wydawnictwo UŚ.

LeBlanc, A.G. Chaput, J.P. (2017). Pokémon Go: A game changer for the physical inactivity crisis? Preventive Medicine, 101, 235-237. DOI: https://doi.org/10.1016/j.ypmed.2016.11.012

Louv, R. (2008). Last Child in the Woods: Saving Our Children From Nature-Deficit Disorder. New York: Algonquin Books.

Lubacz, J. Galar, R. (1999). Infrastruktura informacyjna i okolice (Information infrastructure and surroundings – in Polish). In: Lubacz, J. editor, W drodze do społeczeństwa informacyjnego (On the way to the information society – in Polish), Warszawa: Oficyna Wydawnicza Politechniki Warszawskiej, 55-78.

Lubański, M. (2004). Społeczeństwo informacyjne a cywilizacja informatyczna (Information society vs information civilisation – in Polish). In: Szewczyk, A. editor, Dylematy cywilizacji informatycznej (Dilemmas of information civilisation – in Polish), Warszawa: Polskie Wydawnictwo Ekonomiczne, 15-21.

Mysior, R. (2014). Dwa światy – cyfrowi tubylcy, cyfrowi imigranci – cz. I (Two worlds – digital natives, digital immigrants – part I – in Polish). Available at: http://www.remedium-psychologia.pl/2014_09_3.pdf (12.03.2017).

Naisbitt, J. (1982). Megatrends. Ten New Directions Transforming Our Lives. New York: Warner Books.

Nowak, A. (2012). Najlepsze aplikacje do śledzenia aktywności sportowej. Zmotywują do ćwiczeń (The best applications for tracking sport activity. Motivate to exercise – in Polish). Available at: http://di.com.pl/najlepsze-aplikacje-do-sledzenia-aktywnosci-sportowej-zmotywuja-do-cwiczen-46491 (22.01.2017).

Pańczyk, W. (2012). Wychowanie fizyczne a zdrowie. Aktywność fizyczna w plenerze wobec zdrowotnych potrzeb człowieka cywilizacji konsumpcyjnej (Physical education and health. Physical outdoors activity to human health needs of the consumer civilization – in Polish), Rzeszów: Wydawnictwo Uniwersytetu Rzeszowskiego.

Pedometr. Google Play (2017). Available at: https://play.google.com/store/apps/details?id=com.tayu.tau.pedometer&hl=pl (22.01.2017).

Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon, 9(5), 1-6. DOI: https://doi.org/10.1108/10748120110424816

Przybylski, A. K. Murayama, K. DeHaan, C. R. Glad-well, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29(4), 1841–1848. DOI: https://doi.org/10.1016/j.chb.2013.02.014

Raessens, J. (2006). Playful Identities, or the Ludification of Culture. Games and Culture, 1(1), 52-57. DOI: https://doi.org/10.1177/1555412005281779

Responsive Street Furniture (2017). Ross Atkin Associates. Available at: http://www.rossatkin.com/wp/?portfolio=responsive-street-furniture (11.03.2017).

Runtastic Running Bieganie i Fitness (Runtastic Running Running and Fitness – in Polish) (2017). Available at: https://play.google.com/store/apps/details?id=com.runtastic.android&hl=pl (22.01.2017).

Shadowing (2014). Available at: https://www.playablecity.com/projects/shadowing/ (18.02.2017).

Suchocka, M. Kimic, K. Maksymiuk, G. Kołodyńska, N. (2017). Outdoor hotspots as a tool for enhancing healthy lifestyles of ICT users. Design and development principles. In: Zammit, A. and Kenna, Th. editors, Enhancing places through technology, Proceedings from the ICiTy conference Valletta, Malta – April 18-19, 2016. Series: Culture&Territory, Cyber-Parks Project, Edições Universitárias Lusófonas, Lisbon, 153-165.

Suchocka, M. Maksymiuk, G. Kimic, K. Kołodyńska, N. (2017). Behaviour, expectations and preferences of ‘digital natives’ in regard to the design of urban public spaces. In: Zammit, A. and Kenna, Th. editors, Enhancing places through technology, Proceedings from the ICiTy conference Valletta, Malta – April 18-19, 2016. Series: Culture&Territory, CyberParks Project, Edições Universitárias Lusófonas, Lisbon, 117-128.

Tinnilä, M. (2012). Impact of Future Trends on Banking Services. Journal of Internet Banking & Commerce, 17(2), Special section, 1-15. TRANSIT walking waypoints for urban environments (2015). Available at: http://www.coroflot.com/moechsle/tranSIT (15.04.2017).

What is a Playable City? (2016). Available at: http://www.watershed.co.uk/playablecity/overview (18.02.2017).

World Internet Project 2013 pod znakiem mobil-ności i mediów społecznościowych (World Internet Project 2013 marked by mobility and social media – in Polish) (2013). Available at: http://biuroprasowe.orange.pl/biuroprasowe/pr/2492/world-internet-project-2013-pod-znakiem-mobilnosci-i-mediow-spolecznosciowych/ (14.06.2017).

Bulletin of Geography. Socio-economic Series

The Journal of Nicolaus Copernicus University, Torun

Journal Information


CiteScore 2017: 0.63

SCImago Journal Rank (SJR) 2017: 0.277
Source Normalized Impact per Paper (SNIP) 2017: 0.391

Metrics

All Time Past Year Past 30 Days
Abstract Views 0 0 0
Full Text Views 18 18 18
PDF Downloads 19 19 19