Impact & Public Engagement
As part of my research I aim to ensure there is impact and public engagement activities, enabling all sectors of society the ability to be included or receive the benefits from the research that I undertake.
Below is an overview of current impact and public engagement activities.
Pathways to Impact Activity
Pathway #1 – The “A Health Impact Assessment of ‘Staying at Home and Social Distancing Policy’ in Wales in response to the COVID-19 pandemic” (2020) published by Public Health Wales cites the ‘COVID-19 vs Social Isolation: the Impact Technology can have Communities, Social Connections and Citizens‘ Ageing Issues Blog.
Pathway #2 – Research Evidence submitted, accepted and published to the Science and Technology Ageing: Science, Technology and Healthy Living Committee (Lords), 22nd October 2019. Dr Hannah R. Marston and Dr Charles Musselwhite – Associate Professor at the Centre for Innovative Ageing, Swansea University, have had their research evidence published published by the Science and Technology Committee (Lords).
Responding to the call – Ageing: Science, Technology and Healthy Living Drs Marston and Musselwhite are representing themselves and highlight several key areas of research that has been conducted over many years relating to the use and deployment of technology and associated ICTs within the areas of health/ageing, community dwelling, social connections, transport, user experience/engagement, and physical activity. From their respective research agendas as well as the Technology In Later Life (TILL) study, led by Dr Marston in 2015, they have published considerably in high ranking journals, and book chapters.
Pathway #3 – Knowledge Exchange Seminar Series (KESS), Northern Ireland Assembly, Stormont, Belfast, UK.
Marston, H.R., Freeman, S., Genoe, R., Kulcyzki, C., & Musselwhite, C. (2018). The Cohesiveness of Technology In Later Life: Findings from the Technology In Later Life (TILL) Project. Policy Briefing, Knowledge Exchange Seminar Series (KESS), Northern Ireland Assembly, Stormont, Belfast, UK.
Pathway #4 – E-Sport und Serious Games: Videospiele im Sportkontext. Eine Bibliogrphie. Bundesinstitut für Sportwissenschaft
Streppelhoff, R.W. (2018). E-Sport und Serious Games: Videospiele im Sportkontext. Eine Bibliogrphie. Bundesinstitut für Sportwissenschaft.
Politics and the German Olympic Sport Confederation are evaluating the phenomenon of E-Sports and a bibliography was compiled by Streppelhoff on behalf of the German Federal Institute of Sport Science. This publication is the first step for politicians and sport federations to better understand the different types of videogames and their role in different parts of economy and society. The report is in German and is available here
Public Engagement & Knowledge Exchange
- Marston, H.R. (2019). A review of Age Friendly Virtual Assistive Technologies and their Effect on Daily Living for Carers and Dependent Adults. Ageing Bites, The British Society of Gerontology
- Marston, H.R. (2019). From Arcade to World Wide Web – how intergenerational gaming can help you pick up an extra life. Massive Entertainment, Malmo, Sweden
- Marston, H.R. (2018). Assistive Technologies for an Ageing Society. 1st November 2018 MediLink/H&W PRA Assistive Technologies ACTIS Project Event
- Marston, H.R. (2018). Too Old for the 21st Century? Presented at the Quaker’s Ackworth School, Ackworth, West Yorkshire, 19th March, 2018.
- Marston, H.R. (2018). Intergenerational Gaming. Interview between Dr H.R. Marston and NETLab. at the International Child and Information Safety Congress “Digital Games”. Ankara, Turkey. http://cocukvebilisim.com/en/ Interview available here
- Marston, H.R. (2017). Using Gamification to Support Active & Assistive Living in the Elderly. 8th November 2017. MediLink/H&W PRA Gamification Special Interest Group, ACTIS Project Event.
- Marston, H.R. (2017). Preliminary Findings from the TILL project. Age UK Milton Keynes. Presentation given to participants from the TILL project
- Marston, H.R. Forthcoming (22nd February, 2018). ICT Use in Later Life: Lesson’s Learned from the TILL project. To be presented at the: Positive Ageing in London (PAiL) event: Digital Inclusion and Use of ICT by and for Older People.
- Marston, H.R. (2017). Health & Wellbeing in the Digital Age. Workshop on Organization development. Centre for Policing Research & Learning (CPRL). The Open University, 3 August.
- Marston, H.R. (2011). Video Game Technology Supporting the Elderly. Radio Interview, 16th October, 2011. Interviewer: Professor J. Gackenbach, Department of Psychology at Grant MacEwan University, Edmonton, Alberta. The focus of the interview was based upon the effects of video games within an ageing society.
- Radio Interview – 15th October 2012:
Dr Gackenbach opens up the podcast series with the following “Video games. Sometimes demonized, always compelling – and wildly popular, video games have become ingrained as part of our society. Yet it is still largely unknown how these games affect the minds of those who play. Find out the truth, the questions, the research – and what we don’t know about this highly controversial part of our society and what they may mean for both the future and for our dreams.”