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Ethical Gathering of Exercise Metrics from Elderly: Case Jumppatikku

  • Olli I. HeimoEmail author
  • Tapani N. Liukkonen
  • Miika Oja-Nisula
  • Julius Rajala
  • Anne Paavolainen
  • Kai K. Kimppa
  • Tuomas Mäkilä
Conference paper
Part of the IFIP Advances in Information and Communication Technology book series (IFIPAICT, volume 474)

Abstract

Health gaming for elderly, alongside with other game types, have become an emerging trend amongst video game industry. As all emerging technologies, it brings some ethical questions which – as usual – are better solved before implementation, for the values these choices reflect to be embedded into the design. In this paper we introduce a case example of the elderly activation system Jumppatikku (‘Exercise stick’) and analyse the main ethical questions of the specific case example, as well as take into consideration other similar systems from the viewpoint of ethical design and responsible research and innovation.

Keywords

Responsible research and innovation Elderly eHealth Mobile Ethical design 

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Copyright information

© IFIP International Federation for Information Processing 2016

Authors and Affiliations

  • Olli I. Heimo
    • 1
    Email author
  • Tapani N. Liukkonen
    • 1
  • Miika Oja-Nisula
    • 1
  • Julius Rajala
    • 1
  • Anne Paavolainen
    • 1
  • Kai K. Kimppa
    • 2
  • Tuomas Mäkilä
    • 1
  1. 1.Technology Research CenterUniversity of TurkuTurkuFinland
  2. 2.Department of Management and EntrepreneurshipUniversity of TurkuTurkuFinland

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