作者: Brad Millington
DOI: 10.1080/02614367.2011.589865
关键词:
摘要: This paper reports findings from a qualitative study of promotional websites for three prominent ‘brain games’ – that is, consumer technologies designed to train and improve the brain through challenging cognitive exercises. The was specifically critically examine how training is promoted as viable endeavour games are made intervene in functioning. analysis online promotion revealed overlapping themes: (1) deployment expertise game marketing make intelligible; (2) risk metrics software ‘screen intervene’ health; (3) ‘third party’ sources corroborate training’s value, especially older adults. These used basis contend simultaneously enabling constraining. Against historical practice seeing ageing ‘decline’ biopolitical threats, imagine sen...