Media Health Lab is a new collaborative initiative by Dr. Najmeh Khalili-Mahani, and is supported by Concordia University PERFORM Centre and The Milieux for Arts, Culture and Technology. We aim to use qualitative and quantitative methods to investigate the phenomenology of influences between the electronic communication cultures, and the well-being of the individual-society continuum; specifically in order to identify healthcare risks and opportunities of modern communication technologies.
Computer games are potent psychophysiological stimulators. Games mix elements of reward, empathy, and loss; they are rich with visual imagery and sound; they enhance attention, perceptual and executive skills; they demand planning, decision making, competition, and adaptive reactions. They can be exciting at times and frustrating at other times, as they push the players to learn, improve and win. Can they be used as clinical intervention strategies to help patients with neurological or psychological deficiencies?
SCREEN & BEHAVIOURS
"Screens" have become an inevitable part of our daily lives. In the past, screens were limited to TV sets or computer consoles, but today, they are mobile, easy to use and internet-connected devices on which we work, read, and play. These new technologies are changing our ways of communication, our ways of memorization and learning and therefore, demand of us to learn how they interact and affect our brains. An outstanding question is whether these modern technologies have offered a more positive or a more negative change to our social and medical states of being. We aim to conduct qualitative and quantitative studies to evaluate how the positive outcomes of engagement with media technologies weighs against the risk factors.
Recently, mobile and ‘smart’ telecommunication technologies, available to 2.5 billion people around the globe, have shown promise in internet-based health-delivery and data-gathering (referred to as mobile health, mHealth), amassing a $3 billion market in 2017 in the US only, and estimated to grow at least by 20% by 2010. In tandem, wearable, body-tracking devices (physical and physiological self-monitoring), Serious Games (learning through playing), and virtual reality interventions (for rehabilitation and therapy) are starting to find applications in healthcare. We are interested in evaluating the impact of digital health-coaching on chronic mental and physical health conditions using mixed method analyses that directly involve the participants in qualitative and quantitative health research.