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CODING AND ANALYSIS

All the abstracts obtained for substudy 1 and all the full-text articles obtained for substudy 2 were analyzed. A coding framework was developed that covered the research questions, and codes were generated for each article and abstract reflecting the narrative around the terms “disabled person,” “disabled people,” “people with disabilities,” “person with disabilities,” and the term “gaming.” We analyzed the use of the term “gaming” because gaming is one area of mainstream consumer product development envisioned for BMI.47 Table 5.1 covers substudy 1 and gives the article count of how a user is portrayed and how many articles covered the term “gaming.”

62 AN ABILITY STUDIES LENS

Table 5.1 Portrayal of the user and mentioning of the term “gaming” (ub-study 1)

Superordinate Subject Category (technology product)

Subject Code (user or application)

EBSCO (all) n =

Scopus n =

Science Direct n =

Web of Science

n =

Brain-machine

interface

763

1,377

169

694

Patient

36

238

35

105

Disease

29

126

6

41

Chronic

20

99

21

65

Disabled person

0

0

0

0

Disabled people

8

19

2

9

People with disabilities

7

0

2

2

Person with disabilities

0

4

0

0

Gaming

0

2

0

6

Brain-computer

interface

3,184

6,148

570

3,202

Patient

461

946

116

463

Disease

314

392

30

118

Chronic

74

139

11

84

Disabled person

0

0

0

0

Disabled people

34

97

10

48

People with disabilities

49

25

1

7

Person with disabilities

0

0

0

0

Gaming

8

3

3

83

 
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