Ethical Gathering of Exercise Metrics from Elderly: Case Jumppatikku




Olli I. Heimo, Tapani N. Liukkonen, Miika Oja-Nisula, Julius Rajala, Anne Paavolainen, Kai K. Kimppa, Tuomas Mäkilä

David Kreps, Gordon Fletcher, Marie Griffiths

IFIP International Conference on Human Choice and Computers

Salford

2016

Technology and Intimacy: Choice or Coercion

IFIP Advances in Information and Communication Technology

12

474

14

24

11

978-3-319-44804-6

978-3-319-44805-3

1868-4238

DOIhttps://doi.org/10.1007/978-3-319-44805-3_2

http://link.springer.com/chapter/10.1007/978-3-319-44805-3_2



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 imple-

mentation, 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 Jump-

patikku (‘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. 



Last updated on 2024-26-11 at 18:25