Hannah R Marston
Datos Biográficos
| ID | 176302 |
|---|---|
| NOMBRE | Hannah R Marston |
| NOMBRES | Hannah R |
| APELLIDO | Marston |
| FIRMA | MARSTON H R |
| AFILIACIONES | The Open University |
| ORCID | 0000-0002-8018-4166 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 17 |
| TOTAL DE CITAS | 28 |
| TOTAL COMO AUTOR | 17 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2015 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 3 |
Age as an important predictor for digital health literacy
This study investigates digital health literacy across North America and Europe to understand the sociodemographic factors influencing eHealth literacy, specifically the role of age. This international, multi-site population employed a convenience sample across nine countries (N = 1,314) between April 2020–2021, presenting significant insights and recommendations for eHealth transformations. Using the eHealth Literacy Scale, a validated self-rate…
The need for measurable evidence-based design recommendations for age-friendly cities and communities
In their discussion paper, Gilroy and Townshend (2024) rightfully put the current age-friendly discourse in a perspective of historical urban environments, in which stairs and – in the eyes of mode
Age and Gender Perspectives on Social Media and Technology Practices during the Covid-19 Pandemic
Few studies have examined social media and technology use during the COVID-19 pandemic in Canada. Therefore, the main research question and objective of this study was to examine similarities and differences in the influences of mobile technology and social media use on Canadians among different age groups and across gender during the COVID-19 pandemic. From June through October 2021, 204 persons completed a 72-item online survey. Survey question…
Leisure innovation and the transition to retirement
Innovation theory posits that adopting new leisure activities contributes to well-being in later life. We explored the relevance of innovation theory among Canadian baby boomers transitioning to retirement. Using grounded theory and online qualitative methods, we recruited baby boomers who had recently retired or were planning to retire in the next five years. Twenty-five participants engaged in three two-week blogging sessions, followed by face-…
Whose life are They Going to Save? It's Probably Not Going to be Mine!' Living With a Life-Shortening Condition During the Coronavirus (Covid-19) Pandemic
This article explores the experiences of young adults with a life-shortening condition in the first wave of the Coronavirus (COVID-19) pandemic in the UK. It presents the findings from an inclusive qualitative research study using constructivist grounded theory which aimed to examine the unintended consequences of pandemic control measures (lockdown and 'shielding') on this population. Purposive and theoretical sampling methods were used to recru…
Ten questions concerning age-friendly cities and communities and the built environment
The development of ‘age-friendly cities’ has become a major area of work in the field of ageing and the built environment. This movement is driven by the observation that cities are home to an ever-increasing ageing population. Over the past decade, a multitude of age-friendly initiatives have been developed with the aim of making physical and social environments more favourable for older people's well-being, health and ability to live in the com…
Games for health & mHealth apps for police & blue light personnel
Previous research has reported adverse health outcomes for emergency services personnel (ESP), outcomes that research more broadly has shown can be improved using a gamification and mobile health (mhealth) apps approach. We conducted a review of research on gamification and mhealth apps for ESP that had been published in the last 19 years using 6 major research databases. The results demonstrated that virtually no relevant research has been publi…
Intergenerational Effects on the Impacts of Technology Use in Later Life
As the use of technology becomes further integrated into the daily lives of all persons, including older adults, it is important to investigate how the perceptions and use of technology intersect with intergenerational relationships. Based on the international multi-centered study Technology In Later Life (TILL), this paper emphasizes the perceptions of older adults and the interconnection between technology and intergenerational relationships ar…
How does a (Smart) Age-Friendly Ecosystem Look in a Post-Pandemic Society
COVID-19 has impacted not only the health of citizens, but also the various factors that make up our society, living environments, and ecosystems. This pandemic has shown that future living will need to be agile and flexible to adapt to the various changes in needs of societal populations. Digital technology has played an integral role during COVID-19, assisting various sectors of the community, and demonstrating that smart cities can provide opp…
Covid-19
Drawn from the stress process model, the pandemic has imposed substantial stress to individual economic and mental well-being and has brought unprecedented disruptions to social life. In light of social distancing measures, and in particular physical distancing because of lockdown policies, the use of digital technologies has been regarded as the alternative to maintain economic and social activities. This paper aims to describe the design and im…
Who Doesn’t Think about Technology When Designing Urban Environments for Older People?” A Case Study Approach to a Proposed Extension of the WHO’s Age-Friendly Cities Model
The World Health Organization (WHO) strives to assist and inspire cities to become more "age-friendly", and the fundamentals are included in the Global Age-Friendly Cities Guide. An age-friendly city enables residents to grow older actively within their families, neighbourhoods and civil society, and offers extensive opportunities for the participation of older people in the community. Over the decades, technology has become essential for contemp…
Millennials and ICT—Findings from the Technology 4 Young Adults (T4YA) Project
Information communication technology (ICT) is becoming a pivotal element in the twenty-first century, and while there has been substantial work conducted to understand ICT use by older adults, there is a paucity of knowledge relating to ICT use and behavior by Millennials. The Technology 4 Young Adults (T4YA) study opens the discussion to the barriers and enablers of ICT by Millennials in their day-to-day activities. Eight participants aged 18–33…
Physically active leisure and the transition to retirement
The purpose of this paper is to explore the everyday experiences of physically active leisure during the transition to retirement. Twenty-five adults aged 47–66 who were recently retired or nearing retirement blogged during three different two-week sessions over one year and participated in follow up focus groups. Data were analysed using initial, focused, and selective coding. Findings provided insights into participants’ experiences of physical…
From Needy and Dependent to Independent Homo Ludens
We began assembling this special issue because the use of digital computers for gaming (digital gaming) in later life has been rather underresearched, yet we know of a growing body of interested parties across the world starting to look into it and needed a place to bring it together. For this introduction to the articles on offer, we wanted to explore first why such a topic is so underresearched. We live in an aging society and in many nations a…
Flow Experience of Older Adults Using the iStoppFalls Exergame
Knowledge about the experiences of flow by older adults through the engagement of digital games is scarce. This article describes an important element of an international, multicenter, randomized, controlled trial which utilized three purpose-built exergames to facilitate physical activity and to assist with fall prevention of adults aged 65+ years in their homes. Measurement of flow was assessed through the distribution of the Activity Flow Stat…
Extracare
Extracare housing is seen as an innovative solution to meet both accommodation and care needs of increasing numbers of older people. This paper is based on a mixed method study exploring whether extracare is for ‘fit’ and ‘frail’ older people. In particular, we compare the satisfaction (financial, personal, social, environmental and access to personal services) of older people in extracare with those in residential care and older people in the co…
Blogging into Retirement
Leisure scholars have argued that Internet research can be used to reach a broader audience, particularly as seniors use the Internet to have fun (e.g., playing games, sharing stories). In this paper, we explore the challenges and opportunities afforded by online qualitative data collection to study leisure among baby boomers who participated in a multi-author blog. We review insights gained regarding participants' positive and negative experienc…
Physically active leisure and the transition to retirement
The purpose of this paper is to explore the everyday experiences of physically active leisure during the transition to retirement. Twenty-five adults aged 47–66 who were recently retired or nearing retirement blogged during three different two-week sessions over one year and participated in follow up focus groups. Data were analysed using initial, focused, and selective coding. Findings provided insights into participants’ experiences of physical…
Blogging into Retirement
Leisure scholars have argued that Internet research can be used to reach a broader audience, particularly as seniors use the Internet to have fun (e.g., playing games, sharing stories). In this paper, we explore the challenges and opportunities afforded by online qualitative data collection to study leisure among baby boomers who participated in a multi-author blog. We review insights gained regarding participants' positive and negative experienc…
Covid-19
Drawn from the stress process model, the pandemic has imposed substantial stress to individual economic and mental well-being and has brought unprecedented disruptions to social life. In light of social distancing measures, and in particular physical distancing because of lockdown policies, the use of digital technologies has been regarded as the alternative to maintain economic and social activities. This paper aims to describe the design and im…
Leisure innovation and the transition to retirement
Innovation theory posits that adopting new leisure activities contributes to well-being in later life. We explored the relevance of innovation theory among Canadian baby boomers transitioning to retirement. Using grounded theory and online qualitative methods, we recruited baby boomers who had recently retired or were planning to retire in the next five years. Twenty-five participants engaged in three two-week blogging sessions, followed by face-…
Millennials and ICT—Findings from the Technology 4 Young Adults (T4YA) Project
Information communication technology (ICT) is becoming a pivotal element in the twenty-first century, and while there has been substantial work conducted to understand ICT use by older adults, there is a paucity of knowledge relating to ICT use and behavior by Millennials. The Technology 4 Young Adults (T4YA) study opens the discussion to the barriers and enablers of ICT by Millennials in their day-to-day activities. Eight participants aged 18–33…
From Needy and Dependent to Independent Homo Ludens
We began assembling this special issue because the use of digital computers for gaming (digital gaming) in later life has been rather underresearched, yet we know of a growing body of interested parties across the world starting to look into it and needed a place to bring it together. For this introduction to the articles on offer, we wanted to explore first why such a topic is so underresearched. We live in an aging society and in many nations a…
Flow Experience of Older Adults Using the iStoppFalls Exergame
Knowledge about the experiences of flow by older adults through the engagement of digital games is scarce. This article describes an important element of an international, multicenter, randomized, controlled trial which utilized three purpose-built exergames to facilitate physical activity and to assist with fall prevention of adults aged 65+ years in their homes. Measurement of flow was assessed through the distribution of the Activity Flow Stat…
Extracare
Extracare housing is seen as an innovative solution to meet both accommodation and care needs of increasing numbers of older people. This paper is based on a mixed method study exploring whether extracare is for ‘fit’ and ‘frail’ older people. In particular, we compare the satisfaction (financial, personal, social, environmental and access to personal services) of older people in extracare with those in residential care and older people in the co…
Blogging into Retirement
Leisure scholars have argued that Internet research can be used to reach a broader audience, particularly as seniors use the Internet to have fun (e.g., playing games, sharing stories). In this paper, we explore the challenges and opportunities afforded by online qualitative data collection to study leisure among baby boomers who participated in a multi-author blog. We review insights gained regarding participants' positive and negative experienc…
Physically active leisure and the transition to retirement
The purpose of this paper is to explore the everyday experiences of physically active leisure during the transition to retirement. Twenty-five adults aged 47–66 who were recently retired or nearing retirement blogged during three different two-week sessions over one year and participated in follow up focus groups. Data were analysed using initial, focused, and selective coding. Findings provided insights into participants’ experiences of physical…
From Needy and Dependent to Independent Homo Ludens
We began assembling this special issue because the use of digital computers for gaming (digital gaming) in later life has been rather underresearched, yet we know of a growing body of interested parties across the world starting to look into it and needed a place to bring it together. For this introduction to the articles on offer, we wanted to explore first why such a topic is so underresearched. We live in an aging society and in many nations a…
Who Doesn’t Think about Technology When Designing Urban Environments for Older People?” A Case Study Approach to a Proposed Extension of the WHO’s Age-Friendly Cities Model
The World Health Organization (WHO) strives to assist and inspire cities to become more "age-friendly", and the fundamentals are included in the Global Age-Friendly Cities Guide. An age-friendly city enables residents to grow older actively within their families, neighbourhoods and civil society, and offers extensive opportunities for the participation of older people in the community. Over the decades, technology has become essential for contemp…
Millennials and ICT—Findings from the Technology 4 Young Adults (T4YA) Project
Information communication technology (ICT) is becoming a pivotal element in the twenty-first century, and while there has been substantial work conducted to understand ICT use by older adults, there is a paucity of knowledge relating to ICT use and behavior by Millennials. The Technology 4 Young Adults (T4YA) study opens the discussion to the barriers and enablers of ICT by Millennials in their day-to-day activities. Eight participants aged 18–33…
Intergenerational Effects on the Impacts of Technology Use in Later Life
As the use of technology becomes further integrated into the daily lives of all persons, including older adults, it is important to investigate how the perceptions and use of technology intersect with intergenerational relationships. Based on the international multi-centered study Technology In Later Life (TILL), this paper emphasizes the perceptions of older adults and the interconnection between technology and intergenerational relationships ar…
How does a (Smart) Age-Friendly Ecosystem Look in a Post-Pandemic Society
COVID-19 has impacted not only the health of citizens, but also the various factors that make up our society, living environments, and ecosystems. This pandemic has shown that future living will need to be agile and flexible to adapt to the various changes in needs of societal populations. Digital technology has played an integral role during COVID-19, assisting various sectors of the community, and demonstrating that smart cities can provide opp…
Covid-19
Drawn from the stress process model, the pandemic has imposed substantial stress to individual economic and mental well-being and has brought unprecedented disruptions to social life. In light of social distancing measures, and in particular physical distancing because of lockdown policies, the use of digital technologies has been regarded as the alternative to maintain economic and social activities. This paper aims to describe the design and im…
Ten questions concerning age-friendly cities and communities and the built environment
The development of ‘age-friendly cities’ has become a major area of work in the field of ageing and the built environment. This movement is driven by the observation that cities are home to an ever-increasing ageing population. Over the past decade, a multitude of age-friendly initiatives have been developed with the aim of making physical and social environments more favourable for older people's well-being, health and ability to live in the com…
Games for health & mHealth apps for police & blue light personnel
Previous research has reported adverse health outcomes for emergency services personnel (ESP), outcomes that research more broadly has shown can be improved using a gamification and mobile health (mhealth) apps approach. We conducted a review of research on gamification and mhealth apps for ESP that had been published in the last 19 years using 6 major research databases. The results demonstrated that virtually no relevant research has been publi…
Age and Gender Perspectives on Social Media and Technology Practices during the Covid-19 Pandemic
Few studies have examined social media and technology use during the COVID-19 pandemic in Canada. Therefore, the main research question and objective of this study was to examine similarities and differences in the influences of mobile technology and social media use on Canadians among different age groups and across gender during the COVID-19 pandemic. From June through October 2021, 204 persons completed a 72-item online survey. Survey question…
Leisure innovation and the transition to retirement
Innovation theory posits that adopting new leisure activities contributes to well-being in later life. We explored the relevance of innovation theory among Canadian baby boomers transitioning to retirement. Using grounded theory and online qualitative methods, we recruited baby boomers who had recently retired or were planning to retire in the next five years. Twenty-five participants engaged in three two-week blogging sessions, followed by face-…
Whose life are They Going to Save? It's Probably Not Going to be Mine!' Living With a Life-Shortening Condition During the Coronavirus (Covid-19) Pandemic
This article explores the experiences of young adults with a life-shortening condition in the first wave of the Coronavirus (COVID-19) pandemic in the UK. It presents the findings from an inclusive qualitative research study using constructivist grounded theory which aimed to examine the unintended consequences of pandemic control measures (lockdown and 'shielding') on this population. Purposive and theoretical sampling methods were used to recru…
The need for measurable evidence-based design recommendations for age-friendly cities and communities
In their discussion paper, Gilroy and Townshend (2024) rightfully put the current age-friendly discourse in a perspective of historical urban environments, in which stairs and – in the eyes of mode
Age as an important predictor for digital health literacy
This study investigates digital health literacy across North America and Europe to understand the sociodemographic factors influencing eHealth literacy, specifically the role of age. This international, multi-site population employed a convenience sample across nine countries (N = 1,314) between April 2020–2021, presenting significant insights and recommendations for eHealth transformations. Using the eHealth Literacy Scale, a validated self-rate…
Medicine (13 obras) · Sociology (13 obras) · Psychology (12 obras) · Gerontology (9 obras) · Computer Science (8 obras) · Political science (8 obras) · Technology Use by Older Adults (7 obras) · Economics (6 obras) · Business (5 obras) · Migration, Aging, and Tourism Studies (5 obras)