Kim Sawchuk

Kim Sawchuk
Concordia University Montreal · Department of Communication Studies

About

74
Publications
20,119
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668
Citations
Citations since 2017
33 Research Items
588 Citations
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2017201820192020202120222023050100150

Publications

Publications (74)
Article
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Background: Two fields of research and development targeting the needs of the aging population of the world are flourishing, successful aging and assistive information and communication technologies (A-ICTs). The risks of ageist stereotypes emerging from how we communicate in both discourses are long known. This raises questions about whether usin...
Preprint
BACKGROUND Two fields of research and development, targeting the needs of the ageing population of the world are flourishing: One focuses on discovering pharmacological or behavioral solutions that promote successful ageing. Another one focuses on developing assistive information and communication technologies (A-ICT) that help ageing populations r...
Article
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Background Museums can be instrumental in fostering social inclusion and may improve the overall health of the older population. Over the course of the 2019 coronavirus pandemic, many older adults suffered as a result of confinement measures, which may have accelerated the processes that lead to physical frailty and increased mental health risks. T...
Chapter
This paper focuses on a series of guided virtual museum visits designed for older adults over the COVID-19 pandemic. The visits were undertaken as part of a research project in collaboration with the Montreal Museum of Fine Arts (MMFA) and brought together small groups of older adults for weekly guided visits facilitated by trained guides. The visi...
Preprint
BACKGROUND Older adults were amongst the first to experience the hazards of COVID-19 stress, from health to social isolation. This situation motivated research organizations and advocacy groups to promote Information and Communication Technologies (ICTs) to support seniors and to mitigate the risk of contagion. OBJECTIVE We used a multimethodologi...
Chapter
Ageing and Memory are two cultural processes that establish their own relationships with time. They affect our ways of living, in the present, and for a future, as we move through life. This book focuses on the cultural mediations of ageing and memory, teasing out their complex and largely unpredictable relationships and interconnections. Its overa...
Chapter
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In this paper, we deploy and evaluate the potential of the Affective Game Planning for Health Applications (AGPHA) framework, that draws on Lazarus’ Appraisal Theory of Stress and Coping for evaluation of reflexive and reflexive response to a brain training game. Fourty two older adults (70.5 ± 4.5 years of age) took an electronic survey about atti...
Chapter
In 2018, the Canadian Minister of Innovation, Science and Industry, Navdeep Bains, commissioned the Canadian Radio-television and Telecommunications Commission (CRTC) to launch an inquiry into the “aggressive and misleading” sales practices of telecommunication service providers. This inquiry ensued after a series of news stories on the topic revea...
Article
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The aim of this study was to engage older adults in discussions about digital serious games. Using a qualitative exploratory approach, we report observations from more than 100 h of conversations with individuals in the age range 65–90, in a study entitled “Finding better games for older adults” (June 2017–December 2019). Phase 1 (19 older particip...
Article
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This paper discusses the creation of an escape room on older adult mistreatment (or elder abuse). The game, titled Sandra's Keys, invited players to engage with the story of a fictional older woman dealing with a situation of abuse through a series puzzles. The escape room sought to bring players into a conversation about the different forms of eld...
Article
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The goal of this commentary is to highlight the ageism that has emerged during the COVID-19 pandemic. Over 20 international researchers in the field of aging have contributed to this document. This commentary discusses how older people are misrepresented and undervalued in the current public discourse surrounding the pandemic. It points to issues i...
Article
Full-text available
The goal of this commentary is to highlight the ageism that has emerged during the COVID-19 pandemic. Over 20 international researchers in the field of ageing have contributed to this document. This commentary discusses how older people are misrepresented and undervalued in the current public discourse surrounding the pandemic. It points to issues...
Technical Report
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The Ageing + Communication + Technologies (ACT) cross-national longitudinal study explores processes of displacement of traditional dominant media by innovative communication practices within the older audience of new media. Replicating Nimrod’s (2017) study of older audiences, data is collected on a biannual basis. The first wave of data collect...
Article
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This paper explores Artificial Intelligence (AI) as a technological design offered to assist elder-care based on tracking individual behavior amassed in data bases that are given predictive value through algorithm-identified normative patterns. Examples are drawn from ethnographic research conducted at the 2019 Consumer Electronics Show, including...
Preprint
BACKGROUND Digital games may become beneficial for older adults, by offering cognitive stimulation. However, due to unfamiliarity with the medium of digital games, game learning and retention could become too stressful to be motivating. We propose a model-driven quantitative approach to game evaluation, based on the theory of Stress Appraisal and C...
Article
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Background: The gamification of digital health provisions for older adults (eg, for rehabilitation) is a growing trend; however, many older adults are not familiar with digital games. This lack of experience could cause stress and thus impede participants' motivations to adopt these technologies. Objective: This crossover longitudinal multifacto...
Article
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This special issue addresses two important defining features of today’s society: ageing and digital technologies. In the 21st century, ageing has become one of the most significant social transformations , as an increase in the ageing population is changing much of the world and has become visibly real in many societies. Population ageing is oc...
Technical Report
Full-text available
Involving teams from seven countries (Austria, Canada, Denmark, Israel, Netherlands, Romania, and Spain) this Ageing + Communication + Technologies (ACT) project offers a unique opportunity to explore possible processes of displacement of traditional dominant media by innovative communication practices within the older audience of new media. Replic...
Article
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Wikipedia promotes itself as a community that anyone can join as long as they know the rules. In this paper, we reflect on our attempt to join this community and to edit entries on age and ageing so that they include an intersectional perspective. Sharing our knowledge seemed necessary because feminist and ageing studies often stay underrepresented...
Article
Wikipedia promotes itself as a community that anyone can join as long as they know the rules. In this paper, we reflect on our attempt to join this community and to edit Wikientries on ageing so that they include an intersectional perspective, especially with regard to gender. Our excursion into Wikipedia reveals how certain entries act as sites of...
Chapter
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This chapter analyzes game creation as a way to promote intergenerational participation, develop new learning opportunities, and help reduce generational segregation through the use of ICT. We start discussing the current societal challenges including digital ageism, digital access, and interaction (Sawchuk and Lafontaine 2015) among elders and the...
Chapter
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Digital games open new opportunities for engaging people from different ages and backgrounds in ludic activities. Sometimes, digital games are just played with players as the sole objective. In other cases, the game experience is combined with some other intentional purposes such as lifelong learning. We designate the use of digital games for Lifel...
Article
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In discussions with older adults on their engagements with cell/smart phones, mobile devices and computers (n 300+) the question of time is often part of the conversation implicitly or explicitly. The need for time management to minimize cost; the sense of a gap in generations who use different media; the desire to “hang on” to devices until they n...
Article
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Cet article présente une réflexion critique sur la médiatisation, son opportunité et sa pertinence aujourd’hui dans des sociétés contemporaines qui, à l’instar du Québec, se trouvent marquées non seulement par les avancées du numérique mais aussi par un vieillissement sans précédent de leur population. Il porte aussi sur le vieillissement : tant se...
Article
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The concepts of user and non-user are frequently deployed within media and communications literature. What do these terms mean if examined regarding age and ageing? In this article we explore and trouble these notions through an analysis of twenty-two conversations with a group of octogenarians and nonagenarians living in a retirement home. Their d...
Book
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The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workpla...
Article
Mobilities are shaped by social inequalities and spatial unevenness as demonstrated in a range of existing studies across disciplines. These inequalities are manifest at different scales, from the very local spaces of everyday life to global spaces of accelerated mobilities. Mobile spaces, however distant, are connected through common everyday prac...
Article
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What does it mean to age within “networked societies” (Castells, 2000)? What might be learned if we take the Internet and Communication Technology (ICT) and media experiences of older adults into account in our research? These questions are core to this special issue on Aging, Communication and Media Technologies. Comprised of six papers from autho...
Conference Paper
In this paper, we reflect upon our participation in a pilot digital literacy project titled InterACTion currently being deployed in low-income housing for seniors the city of Montreal. To assess the complexities of access with respect to ageing in this real world setting, we draw upon Clement and Shade’s ‘Access Rainbow Model.’ We use the InterACTi...
Book
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Since 2004, artist Antoni Abad has developed a series of innovative, geographically diverse, multidisciplinary and socially committed projects designed to fit the needs of different human groups at risk of social exclusion. megafone.net invites these groups to express their experiences and opinions using cell phones to instantly publish them on the...
Article
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This case study examines the incorporation of digital media technologies and practices into Respecting Elders: Communities Against elder Abuse (RECAA), an organization of activist elders. By studying RECAA’s specific transition and following the work of Michel de Certeau (1988), I distinguish between tactical mediatization and strategic mediatizati...
Article
We explore how a diverse group of grandparents, mostly grandmothers, use the cell phone to interact with their grandchildren. Through “remote” grandparenting seniors found ways into relationships with their grandchildren like many of them had experienced as grandchildren and simultaneously provided insightful commentary on changing communication re...
Article
River Flow, Sewer Flow, Street Flow is a location-based, interactive mobile soundscape originally presented in Old Montreal at DHC-ART1 as part of the exhibition Lost Rivers: La Petite St. Pierre. The exhibition took up mobility as a curatorial challenge and featured videos and photographs by underground explorer Andrew Emond and sound compositions...
Article
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“Research-creation” is an emergent category within the social sciences and humanities that speaks to contemporary media experiences and modes of knowing. Research-creation projects typically integrate a creative process, experimental aesthetic component, or an artistic work as an integral part of a study. The focus of this article is how this pract...
Article
In 1943 Dr J.C.B. Grant, of the University of Toronto, published the first anatomical atlas ever fully produced in North America, An Atlas of Anatomy. Within the history of biomedical teaching, the publication of this textbook is remarkable for at least two reasons, both connected to the themes of animation and automation. The visual narrative of t...
Article
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The onset of the Second World War created a temporary crisis in the North American medical community when the supply of medical textbooks from Europe, used to train physicians and surgeons, was threatened. In 1941, Dr J.C.B. Grant of the University of Toronto proposed a new anatomical atlas, comprising both tonal and line drawings, to address this...
Article
Seniors, defined as persons aged 65 and up, are becoming a much larger demographic in Canada at the same time as the wireless telecommunications industry is expanding. Yet in terms of academic research, few studies have examined how seniors understand and negotiate the influx of digital communications devices, such as the cellular telephone, into t...
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Chapter
The Mobile Media Lab (MML) is a Canadian interdisciplinary research team exploring wireless communications, mobile technologies and locative media practices. By developing interactive mobile experiences, we observe and reflect on the dynamics inherent in wireless immersive environments connected to a growing tendency towards ubiquitous computing or...
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This paper examines the "fan mail" received by C. Wright Mills from his readership to better understand the reasons for Mills' popularity as a public intellectual in the 1950s. The paper documents Mills' strategic use of magazines and penny press publishers, his deployment of vernacular stylistic forms to express political issues, and the responses...
Article
Mills wrote to his Oxford publisher in 1955. “One book grows out of another; the trouble is not only is there no end to it, but after the second is pressing upon you before you can finish the first, for planning is more fun than working.” 78 Indeed, this mode of working was common to all of Mills’ projects. He worked fast and furiously and always j...
Article
Cet article a pour objet de faire valoir la contribution des analyses féministes de la réception des médias relativement à l'histoire des pratiques intellectuelles dans le champ des études en communication. L'auteure prend à titre d'exemple l'héritage de C. Wright Mills ainsi que les lettres écrites à Mills par ses lecteurs et ses lectrices. Ces le...
Article
Résumé La présente propose une lecture foucaldienne du marketing et de la publicité entourant les couches jetables. Les couches et les annonces de couches sont une instance moderne de notre inscription dans un système de bio-pouvoir, un pouvoir basé sur la production du savoir sur le corps. La présente étude trace les niveaux multiples des discours...

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Projects

Projects (6)
Project
Conducting research in the field of older people and digitization? Then have a look at the following CfP: AI in the Everyday Life of Older Adults: Panacea or Pandora's Box? https://www.mdpi.com/topics/894390DP5T