About
116
Publications
89,484
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Introduction
A versatile and creative researcher with an international background, working on multidisciplinary projects, with a track record of publications within health and well-being, gerontology, digital games, gamification, e-Health, telehealth/care and ICTs. use a multi-methods approach in my research and currently, I am a research fellow for the Health & Wellbeing Priority Research Area (H&W PRA) at The Open University.
Current institution
Additional affiliations
November 2016 - present
The Open University
Position
- Research Associate
Description
- I am currently working as a Research Fellow in the Health & Wellbeing Priority Research Area, based in the School of Health, Wellbeing & Social Care in the Faculty of Wellbeing, Education, & Language Studies at the Open University, Milton Keynes.
October 2011 - December 2014
Education
January 2007 - January 2009
Middlesbrough College/ School of Social Sciences & Law, Teesside University
Field of study
- Education
January 2005 - January 2010
School of Computing, Teesside University
Field of study
- Virtual Reality & Gerontoogy
September 2003 - September 2004
School of Computing, Teesside University
Field of study
- Computing
Publications
Publications (116)
This paper discusses and identifies the current video game classification systems employed throughout North and South America, Europe, Eurasia, Far East and Australasia. Ten main systems are employed, and although there are similarities, there are differences across the systems concerning: content descriptors, rating process and age categories. Thi...
Exergames and Exergaming have become a new phenomenon in recent years due to the release of the Nintendo Wii console and more recently the Microsoft Kinect. Videogames are categorized into genres based upon the actions that gamers are expected to execute to achieve goals and overcome challenges. However, with the development of new technology, and...
Background
Dementia is a syndrome that compromises neurocognitive functions of the individual and that is affecting 55 million individuals globally, as well as global health care systems, national economic systems, and family members.
Objective
This study aimed to determine the status quo of scientific production on use of digital health technolog...
Research on age-friendly cities and communities (AFCC) has primarily taken a qualitative approach. This article extends insights from a quantitative perspective to understand the international perspectives of community living and well-being during the COVID-19 pandemic. Employing an intersectional approach, this online survey aimed to understand hu...
Background and objectives:
"Successful aging" concerns the process of growing older while maintaining physical, cognitive, and social wellbeing, emphasizing independence for overall satisfaction and quality of life. We investigate the impact of e-health literacy on reducing loneliness and sustaining wellbeing during the pandemic, comparing middle-...
A number of experiences have demonstrated how digital solutions are effective in improving quality of life (QoL) and health outcomes for older adults. Smart Health Age-Friendly Environments (SHAFE) is a new concept introduced in Europe since 2017 that combines the concept of Age-Friendly Environments with Information Technologies, supported by heal...
Intergenerational Relations - Contemporary Theories, Studies, and Policies, concentrates on actual discussions around various aspects of interactions that occur between people from different age groups and generations. The authors present studies related to four sets of challenges crucial for relationships between children, young adults, middle-age...
Since the onset of Covid 19, there has been a shift towards moving essential services online. This has the potential to further exclude sub-sections of the population from accessing essential services. This is particularly the case for older people who lack basic digital skills or who are not confident using digital technology, amplifying the risk...
Existing research surrounding dating apps has primarily focused on younger people with few studies exploring usage of such apps by middle aged and older adults. The worldwide COVID-19 pandemic challenged social behaviours and forced people to adapt intimacy and wider relationship conduct. The objective of this study was to examine how older adults...
Background:
The COVID-19 pandemic brought digital practices and engagement to the forefront of society, which were based on behavioral changes associated with adhering to different government mandates. Further behavioral changes included transitioning from working in the office to working from home, with the use of various social media and communi...
This article explores the experiences of young adults with a life-shortening condition in the first wave of the Coronavirus (COVID-19) pandemic in the UK. It presents the findings from an inclusive qualitative research study using constructivist grounded theory which aimed to examine the unintended consequences of pandemic control measures (lockdow...
On 11 March 2020, the World Health Organization declared a pandemic of the COVID-19 coronavirus disease that was first recognized in China in late 2019. Among the primary effects caused by the pandemic, there was the dissemination of health preventive measures such as physical distancing, travel restrictions, self-isolation, quarantines, and facili...
Background
There is a strong imperative to include patients and the public in palliative care research, but the literature is dominated by discussion of the methodological, practical and ethical difficulties (van der Steen, Bloomer, & Martins Pereira, 2022. Palliat Med. 36:4). The concerns raised are complex and varied but they include sensitivitie...
Few studies have examined social media and technology use during the COVID-19 pandemic in Canada. Therefore, the main research question and objective of this study was to examine similarities and differences in the influences of mobile technology and social media use on Canadians among different age groups and across gender during the COVID-19 pand...
Transgenerational Technology and Interactions for the 21st Century explores how we as humans navigate the 21st Century, interacting with technologies, including those that are intended to support and enhance our experiences across the lifespan. This manifesto, composed with humanity at the front and centre, pinpoints succinctly the critical conside...
BACKGROUND
The COVID-19 pandemic brought digital practices and engagement to the forefront of society, which were based on behavioral changes associated with adhering to different government mandates. Further behavioral changes included transitioning from working in the office to working from home, with the use of various social media and communica...
The COVID-19 pandemic produced unprecedented adoption and deployment of technology in rural and northern areas; however, this expansion widened the digital divide for many. Evidence shows that older adults' use of technology has increased. Coupled with an increasing number of available technologies to enhance healthcare delivery, social engagement,...
The objective of Working Group (WG) 4 of the COST Action NET4Age-Friendly is to examine existing policies, advocacy, and funding opportunities and to build up relations with policy makers and funding organisations. Also, to synthesize and improve existing knowledge and models to develop from effective business and evaluation models, as well as to g...
Background
Young adults with life-limiting or life-threatening conditions (LLTCs) are ordinarily extremely challenged in terms of health and wellbeing and especially vulnerable to social isolation and exclusion (Johnson & Hodgson, 2018; Knighting K, Bray L, Downing J, et al., 2018). Society’s response to COVID-19 poses an additional threat to this...
The Aging and Technology special issue showcases twelve papers spanning a range and diversity of international scholarly research within the field of ageing and technology. The collection of papers demonstrates the positive impact technology can have on the lives of older people including improving cognitive performance, physical and mental health...
The development of ‘age-friendly cities’ has become a major area of work in the field of ageing and the built environment. This movement is driven by the observation that cities are home to an ever-increasing ageing population. Over the past decade, a multitude of age-friendly initiatives have been developed with the aim of making physical and soci...
This paper explores the intersection of the World Health Organization's (WHO) concepts of age-friendly communities and The Blue Zones ® checklists and how the potential of integrating the two frameworks for the development of a contemporary framework can address the current gaps in the literature as well as consider the inclusion of technology and...
The number of older adults is increasing rapidly, and this demographic shift places an increased level of strain and tension on the various international healthcare and welfare systems [...]
With enhanced challenges to maintain social connections especially during times of social distancing due to the COVID-19 pandemic, the need for technology solutions grow. Technologies have become interwoven into the daily lives for many older adults. The Technology Use in Later Life (TILL) study investigated how the perceptions and use of technolog...
Drawn from the stress process model, the pandemic has imposed substantial stress to individual economic and mental well-being and has brought unprecedented disruptions to social life. In light of social distancing measures, and in particular physical distancing because of lockdown policies, the use of digital technologies has been regarded as the a...
COVID-19 has impacted not only the health of citizens, but also the various factors that make up our society, living environments, and ecosystems. This pandemic has shown that future living will need to be agile and flexible to adapt to the various changes in needs of societal populations. Digital technology has played an integral role during COVID...
This is a blog piece published in Ageing Issues, through the British Society of Gerontology
Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as tools for connection has gained increased attention...
Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as tools for connection has gained increased attention...
In the original article, the authors noticed a few errors in the Abstract and in a few textual parts.
Social connectedness, sex, and intimacy are all factors associated with positive aging, facing individuals in society across the life course. Phenomenal technological developments in the 21st century have led to the increased use of smartphones, mobile apps, and dating apps for a myriad of services, and engagements. This paper focuses on two specif...
As the use of technology becomes further integrated into the daily lives of all persons, including older adults, it is important to investigate how the perceptions and use of technology intersect with intergenerational relationships. Based on the international multi-centered study Technology In Later Life (TILL), this paper emphasizes the perceptio...
Previous research has reported adverse health outcomes for emergency services personnel (ESP), outcomes that research more broadly has shown can be improved using a gamification and mobile health (mhealth) apps approach. We conducted a review of research on gamification and mhealth apps for ESP that had been published in the last 19 years using 6 m...
In March 2020 the United Nations published an open brief for the creative community to propose interventions to the unfolding COVID-19 pandemic. However, when faced with unprecedented wicked problems such as these, the rigour of design and creative processes can tested. COVID-19 has demonstrated how important human centred design responses are in u...
Key Highlights
*Social isolation can affect adults of all ages and should not be underestimated.
*Social media platforms and technology can provide adults with ways of practicing healthy distraction and opportunities to stay socially connected.
*Technological applications like Skype can facilitate face-to-face connections.
*For most people, lonelin...
Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as tools for connection has gained increased attention...
Video games have been around since the 1960s and have impacted upon society in a myriad of different ways. The purpose of this scoping review is to identify existing literature within the domain of video games which recruited participants from the Generation X (1965–1980) cohort. Six databases were searched (ACM, CINHAL Google Scholar, PubMed, Scop...
In March 2020 the United Nations published an open brief for the creative community to propose interventions to the unfolding COVID-19 pandemic. However, when faced with unprecedented wicked problems such as these, the rigour of design and creative processes can tested. COVID-19 has demonstrated how important human centred design responses are in u...
In March 2020 the United Nations published an open brief for the creative community to propose interventions to the unfolding COVID-19 pandemic. However, when faced with unprecedented wicked problems such as these, the rigour of design and creative processes can tested. COVID-19 has demonstrated how important human centred design responses are in u...
Technologies are ubiquitous in modern Britain, gradually infiltrating many areas of our working and personal lives. But what role can technology play in the current COVID-19 pandemic? At a time when our usual face to face social interactions are temporarily suspended, many of us have reached out to technology (e.g. Skype, WhatsApp, Facebook, Zoom)...
Technologies are ubiquitous in modern Britain, gradually infiltrating many areas of our working and personal lives. But what role can technology play in the current COVID-19 pandemic? At a time when our usual face to face social interactions are temporarily suspended, many of us have reached out to technology (e.g. Skype, WhatsApp, Facebook, Zoom)...
Introduction
There has been a phenomenal worldwide increase in the development and use of mobile health applications (mHealth apps) that monitor menstruation and fertility. Critics argue that many of the apps are inaccurate and lack evidence from either clinical trials or user experience. The aim of this scoping review is to provide an overview of...
As the bells struck the stroke of midnight, ringing in 2020, citizens were smiling, pouring another glass of rosé, red wine or supping from their pint of Guinness from the confines of their local pub, house parties, restaurants, or clubs; while singing auld lang syne, shaking each other's hands, giving a kiss on the cheek to the person next to them...
Information communication technology (ICT) is becoming a pivotal element in the twenty-first century, and while there has been substantial work conducted to understand ICT use by older adults, there is a paucity of knowledge relating to ICT use and behavior by Millennials. The Technology 4 Young Adults (T4YA) study opens the discussion to the barri...
Taking an international perspective of healthy ageing, people are living longer and are generally in better health than previous generations [...].
The World Health Organization (WHO) strives to assist and inspire cities to become more “age-friendly”, and the fundamentals are included in the Global Age-Friendly Cities Guide. An age-friendly city enables residents to grow older actively within their families, neighbourhoods and civil society, and offers extensive opportunities for the participa...
The use and deployment of mobile devices across society is phenomenal with an increasing number of individuals using mobile devices to track their everyday health. However, there is a paucity of academic material examining this recent trend. Specifically, little is known about the use and deployment of mobile heart monitoring devices for measuring...
Technology is entwined in 21st Century society, and within the lives of people across all ages. The Technology In Later Life (TILL) study is the first piece of work contributing to the impact, behavior, and perception of technology use, by adults aged ≥70 years, residing in rural and suburban areas. TILL is an international, multi-centred, multi-me...
The World Health Organization (WHO) strives to assist and inspire cities to become more 'age-friendly' through the Global Age-Friendly Cities Guide. An age-friendly city offers a supportive environment that enables residents to grow older actively within their families, neighbourhoods and civil society, and offers extensive opportunities for their...
Innovation theory posits that adopting new leisure activities contributes to well-being in later life. We explored the relevance of innovation theory among Canadian baby boomers transitioning to retirement. Using grounded theory and online qualitative methods, we recruited baby boomers who had recently retired or were planning to retire in the next...
Many barriers exist in the lives of older adult’s, including health, transport, housing, isolation, disability and access to technology. The appropriate integration of technology within age-friendly communities continues to offer possible solutions to these barriers and challenges. Older adults and disabled people continue to be affected and margin...
Many barriers exist in the lives of older adult's, including health, transport, housing, isolation, disability and access to technology. The appropriate integration of technology within age-friendly communities continues to offer possible solutions to these barriers and challenges. Older adults and disabled people continue to be affected and margin...
RÉSUMÉ
En 2011, les baby-boomers canadiens ont commencé à franchir la barre des 65 ans, ou l’âge traditionnel de la retraite. Il est possible que la perception et l’expérience de la retraite s’avèrent différentes dans cette génération, comparativement aux générations précédentes. Le but de cet article est d’explorer les tendances dans la transition...
Despite there being increased attention in recent years to older adults who actively play digital games, it seems that there has been comparatively minimal scholarly focus on the next generation of older adult gamers – Generation X gamers. Although there have been few, current audience studies that examine this population within a gaming context, a...
This chapter provides readers with an overview of digital gaming trends across Europe and Australia, using current and up-to-date statistics detailing gaming preferences, demographics and digital device usage and ownership. Providing a contemporary overview of the literature in the field of digital gaming and ageing the authors aim to demonstrate t...
Technology is becoming a common place in the lives of all of us, the potential for it to help deliver health and social care is exciting. However, the full potential of this won’t be recognised if there is a failure to understand how such technology is interwoven within our daily lives. It must be remembered not everyone can interact with technolog...
eHealth is the use of technology to serve and promote health and wellbeing needs of a population. Mobile health is the use of wireless technologies to connect, communicate and promote this amongst different stakeholders within the population. This has great potential for improving the lives of all populations, especially those from traditionally ma...
This book chapter reviews current research in the area of digital game technology for rehabilitation, socialization, quality of life (QoL), design, and cognition. In recent years, there has been substantial progress in these areas. With technology advancement, there is the potential to facilitate aging in place, resulting in the continuation and ma...
This chapter provides an overview of current research on digital health games and health benefits derived from game play in the home setting by an older adult population. Initially, this chapter presents the current problems of an aging population and a series of gaming trends, game genres, and technology used by older adults are described. This ch...
This multi-disciplinary collection of essays captures discussion, thinking and research surrounding the recent surge of interest in how technology can help us as we age. A wide range of topics are covered, from investigations in the use of technology to improve health and well-being, to examinations of digital gaming, mobile health apps and the qua...
Background
Falls are common in older adults and can result in serious injuries. Due to demographic changes, falls and related healthcare costs are likely to increase over the next years. Participation and motivation of older adults in fall prevention measures remain a challenge. The iStoppFalls project developed an information and communication tec...
The purpose of this paper is to explore the everyday experiences of physically active leisure during the transition to retirement. Twenty-five adults aged 47–66 who were recently retired or nearing retirement blogged during three different two-week sessions over one year and participated in follow up focus groups. Data were analysed using initial,...
This chapter provides an overview of current research on digital health games and health benefits derived from game play in the home setting by an older adult population. Initially, this chapter presents the current problems of an aging population and a series of gaming trends, game genres, and technology used by older adults are described. This ch...
Background:
Interest in the use of digital game technologies by older adults is growing across disciplines from health and gerontology to computer science and game studies. The objective of this scoping review was to examine research evidence involving the oldest old (persons 85 years of age or greater) and digital game technology.
Materials and...
Personal possessions of nursing home residents can contribute to their sense of home. This study investigated which of the personal belongings were considered most important, and if these items indeed contributed to a sense of home. A qualitative research was conducted with 27 nursing home residents. Photographs, paintings, and pieces of furniture...
Falls in older people represent a major age-related health challenge facing our society. Novel methods for delivery of falls prevention programs are required to increase effectiveness and adherence to these programs while containing costs. The primary aim of the Information and Communications Technology-based System to Predict and Prevent Falls (iS...
Background:
Falls and fall-related injuries are a serious public health issue. Exercise programs can effectively reduce fall risk in older people. The iStoppFalls project developed an Information and Communication Technology-based system to deliver an unsupervised exercise program in older people's homes. The primary aims of the iStoppFalls random...
Knowledge about the experiences of flow by older adults through the engagement of digital games is scarce. This article describes an important element of an international, multicenter, randomized, controlled trial which utilized three purpose-built exergames to facilitate physical activity and to assist with fall prevention of adults aged 65+ years...
The quality of the built environment can impact the quality of life and the sense of home of nursing home residents. This study investigated (1) which factors in the physical and social environment correlate with the sense of home of the residents and (2) which environmental factors are most meaningful. Twelve participants engaged in a qualitative...
Bruce Grierson, What Makes Olga Run? The Mystery of the 90-Something Track Star and What She Can Teach Us About Living Longer, Happier Lives, Henry Hold and Company, New York, 2014, 242 pp., hbk $25.00, ISBN: 978-0805097207. - Volume 35 Issue 5 - HANNAH R. MARSTON
The booming increase of the senior population has become a social phenomenon and a challenge to our societies, and technological advances have undoubtedly contributed to improve the lives of elderly citizens in numerous aspects. In current debates on technology, however, the »human factor« is often largely ignored. The ageing individual is rather s...
Leisure scholars have argued that Internet research can be used to reach a broader audience, particularly as seniors use the Internet to have fun (e.g., playing games, sharing stories). In this paper, we explore the challenges and opportunities afforded by online qualitative data collection to study leisure among baby boomers who participated in a...
Technology use is a common constituent of modern life. However, little is known about older adults’ use of technology. This paper presents a subset of data collected via the technology deployed in the iStoppFalls randomized control trial. The primary focus lies on questions about digital device/internet use, ownership, length and frequency as well...
Game-based approaches (gamification) can provide ideal strategies for health promotion, prevention, and self-management of chronic conditions. However, there is a need to clearly define components and uses of gamification in healthcare for increased patient engagement in health information technology. Therefore, this chapter aims to define gamifica...
The following article aims to provide an overview of age- ing and technology use within Germany. Although broad statistics are readily available from an EU perspective, little is known about the use of technology by the German population.
Questions
Question (1)
Hi,
You might be interested in the work that myself and colleagues have been undertaking since 2015 - Technology In Later Life (TILL) http://tillproject.weebly.com/
If you've got any questions etc. Please don't hesitate to contact me.
Hannah