Physical Activity & The Rise of Technology in the 21st Century
As technology develops and is
integrated into our lives, it transforms our lives. Mostly, the integration is a positive such as
the development of early detection procedures for health issues, biomedical
research, and surgical procedures.
However, the technology can also be detrimental to health. Many manual jobs have been, or are being
(consider the future role of AI), replaced with technology. This leads to an increase in leisure time
and, cocomittantly, an increase in generally sedentary behaviour. A global trend which will only continue to
develop in significance, is the importance of physical activity as a
preventative health-care measure. How
can technology be used to address an issue it is partially responsible
for? It is part of the problem. Can it be part of the solution?
Kohl, Kohl, Lambert et al (2012)
note that physical inactivity is the fourth largest leading cause of
preventable death worldwide and accounts directly for some 3 million deaths per
year (Pratt, Sarmiento, Montes et al, 2012).
Secondary to this, Durstine, Gordon, Wang & Luo (2013) report that
chronic diseases which are physical activity related such as cardiovascular
heart disease, Type II diabetes, and obesity cause more than 36 million deaths
a year. The economic cost of this in
terms of lost productivity and associated costs to the community equates to
trillions of dollars per year (Pelotas, Pelotas, Hallal et al, 2012). While the causal factors for such lifestyle
(non-communicable) diseases is complex, the integration and assimilation of
technology into our lives has only recently become a causal factor of further
study in the literature.
Pratt, Sarmiento, Montes et al
(2012) write that the growth of the internet and mobile technology from
2000-2012 has been marked and will, “be a major force in societal development
in the next 10-15 years” (p.282). It
stands to reason that this will be both a negative and positive force. Echoing this, Pelatos, Pelatos, Hallal et al
(2012, p.247) point out that, “although the technological revolution has been
of great benefit to many populations…it has come at a major cost in terms of
its contribution to physical inactivity.”
While urbanisation and mechanisation has been significant contributors
to increasing levels of physical inactivity, the growth of ICT and its
ubiquitous nature in terms of promotion, decreasing cost, and access, has
become a major force with respect to this issue. Coupled to the speed of development, one can
only expect levels of inactivity to continue unless deliberate interventions
are put in place. Nigg (2003, p.57)
notes that, “technology has contributed to a secular decline in physical
activity”. In using the term “secular”,
they refer to the economic definition in that it has taken place over a long
period of time and is not a recent manifestation. Kohl, Kohl, Lambert et al (2012) go so far as
to suggest that the link between ICT growth and physical inactivity levels
should be considered a “pandemic” (p.295) and as such should occupy a high
position in public health policies of all countries. One only need look at the drive towards BYOD
and increasing use of ICT in schools to see how widespread this issue could
potentially be.
The extent of the issue is
difficult to quantify as a standardised definition of appropriate levels of
physical activity is not in place.
Different countries and organisations within those countries collect
data and quantify physical activity in different ways. However, Pelotas, Pelotas, Hallal et al
(2012) in their meta-analysis of this issue concluded that some 33% of adults
and 80% of adolescents world-wide did not meet recommended levels of physical
activity. Further, inactivity levels
were highest in in higher income countries (among which New Zealand was
included), and lowest in lower income countries. Running parallel to this was the ease of
access to ICT – most significantly – mobile technology. At the same time, the authors posit if this
technology could be harnessed for the betterment of populations with respect to
engagement in meaningful, purposeful health-related physical activity.
The benefits of physical activity
to well-being are well established. It
is now argued that physical activity and its associated health benefits should
be viewed as a medication. The benefit
of physical activity is that it changes the underlying physiology of the body
(for the better), rather than altering functioning in an unnatural fashion
which is the case with prescribed medication in the traditional sense. In effect, physical activity as prophylaxis
rather than treatment.
In recent years there has been an
increasing awareness among technology and clothing companies of the benefit to
the community (and their bottom line) of investing in physical activity. We have seen this in the clothing industry
with the rise of active wear as every day wear.
This is known as the lululemon
effect or enclothed cognition. Simply put, the wearing of such clothing
imparts an improved sense of wellbeing on the owner as they take on the
attributes ascribed to the clothing. In
the case of active wear, being fit, healthy, and somehow virtuous (whether they
are or not does not matter). It is the
same effect when we place increased trust in someone wearing a lab coat if they
are talking about science, or a doctor who has a stethoscope around their neck
– we ascribe “powers” or status to them as a result.
Rotich (2016, p.15) notes that
the, “proliferation of technology has not always been viewed positively by
those interested in the promotion of physical activity”. Yet many technology companies has seized on
the untapped potential of the physical activity sector as advanced have been
made in accelerometer technology, heart rate monitoring, GPS technology and the
portability and affordability of mobile technology. However, there has always been the issue of
how we engage people with physical activity if they are not necessarily
intrinsically motivated to do it in the first place.
The solution seems to lie in the
gaming industry, and most importantly, the “habit-inducing features” (Rotich,
2016, p.16) of the video gaming industry.
Hence we have seen the rise of the gamification of physical activity via
mobile technology. Competition between friends,
social posting of times and distances that are available to the wider community,
incentives and rewards for milestones reached, badges for achievements,
detailed mapping and statistical breakdown of a workout are all standard
features of many fitness apps and fitness wear.
Witness the aggressive marketing of Fit Bit, Wii, Android Wear, Strava,
Nike Plus, Map My Run, Samsung Gear Fit, Garman etc.
Yet, despite this, we must
exercise a note of caution. It is well
established in the literature that in order for people to maintain adherence to
physical activity, there needs to be an increasing degree of intrinsic
motivation, rather than the extrinsic motivation that fitness technology
offers. The novelty of the device will
only be a small part of a physically active lifestyle. Kostkova, Coventry, Sullivan & Lachman
(2017) in analysing current research point out that while fitness technology
leverages goal setting, feedback, rewards and social factors to bring about
behavioural change, it does not address the underlying negative attitudes,
environmental conditions and other behaviours towards physical activity. We see this if we consider the profile of
people who use such fitness technology. Many are already intrinsically
motivated to be physically active, and the technology merely serves as an
extrinsic affirmation of their intrinsic motivation. The real challenge lies if
the technology can bring about intrinsic attitudinal changes towards physical
activity. Indeed, Kerner & Goodyear (2017) found wearable technology was
initially highly motivational with respect to physical activity engagement but became
increasingly amotivational in their adolescent research subjects after 8 weeks
of using them. The novelty of the device began to wear off and they experienced
feelings of resentment, guilt, and heightened internal pressure to conform. Furthermore,
the competitive component inherent in the social aspect of sharing results
created feelings of isolation and distance from peers. This was found in an
earlier study by Depper & Howe (2016) who found fitness apps removed social
and interactive elements that were valued as part of physical activity and
accounted for the gradual loss of adherence to physical activity as determined
by the app.
However, wearable technology with
respect to engaging people in physical activity is in its relative infancy. At
present it seems the technology serves as a short term motivational aide but
does not necessarily translate to longer term exercise adherence. The use of
fitness trackers should be seen as part of a holistic approach to physical
activity including individualisation, personalisation, education, and mentoring
support.
References:
Depper, A., & Howe, P. D. (2016). Are we fit yet? English adolescent girls’ experiences of health and fitness apps. Health Sociology Review, 26(1), 98–112. https://doi.org/10.1080/14461242.2016.1196599Durstine, L. J., Gordon, B., Wang, Z., & Luo, X. (2013). Chronic disease and the link to physical activity. Journal of Sport and Health Science, 2(1), 3–11. https://doi.org/10.1016/J.JSHS.2012.07.009
Kerner, C., & Goodyear, V. A. (2017). The Motivational Impact of Wearable Healthy Lifestyle Technologies: A Self-determination Perspective on Fitbits with Adolescents. American Journal of Health Education, 48(5), 287–297. https://doi.org/10.1080/19325037.2017.1343161
Kohl, H. W., Kohl, H. W., Craig, C. L., Lambert, E. V., Inoue, S., & Kahlmeier, S. (2012). The pandemic of physical inactivity: global action for public health for the Lancet Physical Activity Series Working Group. The pandemic of physical inactivity should be a public health priority. The Lancet, 380(380), 294–305. https://doi.org/10.1016/S0140-6736(12)60898-8
Kostkova, P., Coventry, L. M., Sullivan, A. N., & Lachman, M. E. (2017). Behavior Change with Fitness Technology in Sedentary Adults: A Review of the evidence for increasing Physical Activity. Front. Public Health, 4(4), 2893389–289. https://doi.org/10.3389/fpubh.2016.00289
Nier, B.M. (2018). Examining the Relationship Between Fitness Technology Use and Self Determination Theory Constructs. (2018). AngelList. Retrieved 5 March 2018, from https://angel.co/projects/270285-examining-the-relationship-between-fitness-technology-use-and-self-determination-theory-constructs
Nigg, C. R. (2003). Technology’s influence on physical activity and exercise science: the present and the future. Psychology of Sport and Exercise, 4(1), 57–65. https://doi.org/10.1016/S1469-0292(02)00017-1
Parra, D. C., Brownson, R. C., Heath, G. W., Parra, D. C., Sarmiento, O. L., Bo Andersen, L., & Brownson, R. C. (2012). Physical Activity 3 Evidence-based intervention in physical activity: lessons from around the world for the Lancet Physical Activity Series Working Group* Importance of physical activity promotion. The Lancet, 380(380), 272–281. https://doi.org/10.1016/S0140-6736(12)60816-2
Pratt, M., Sarmiento, O. L., Montes, F., Ogilvie, D., Marcus, B. H., Perez, L. G., & Brownson, R. C. (2012). Physical Activity 4: The implications of megatrends in information and communication technology and transportation for changes in global physical activity for the Lancet Physical Activity Series Working Group*. The Lancet, 380(380), 282–293. https://doi.org/10.1016/S0140-6736(12)60736-3
Rotich, W. K. (2016). Leveraging the Habit-forming Aspects of Technology to Increase Levels of Physical Activity. Strategies, 29(6), 15–19.
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