Drawing on the Foucauldian technologies of the self, this study explores how individuals re-envision practices of wellbeing outside of traditional organizational contexts during extreme events. Based on a thematic analysis of 7,234 comments posted on the Yoga with Adriene YouTube channel in 2020, this study unpacks a technologically mediated practice of self-care, which we conceptualize as somametamnemata. Our findings illustrate three entangled aspects of somametamnemata relating to yoga, a form of bodywork: Caring about self through practicing yoga online; caring about self and others through sharing about yoga in written comments; and caring about self and others through responding to shared verbalizations of yoga. By situating the potentiality of individual wellbeing within ill-being, we shift debates and discussions of “corporate wellness” beyond organizational boundaries.

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Video games are a global digital infrastructure with real economic and social impact. They raise ethical challenges - from harassment to manipulative gamification - often overlooked by traditional frameworks. Normative, utilitarian, and virtue ethics approaches guide design, but often miss the designers’ own experiences and dilemmas. A case study of Eldermove shows ethical design emerges when developers avoid infantilizing users and step back from assumptions about them, respecting dignity and autonomy. Creating responsible games requires attending to the ethics of design itself. As gaming increasingly shapes culture, business, and healthcare, understanding designers’ fantasies and choices is key to technologies that truly support users.
PIGNOT Edouard - EMLV |
- Trends
- Digital Transformation, Health Sector Management, Information Systems, Innovation Management, Organizational Theory

