Mobile applications

移动应用程序
  • 文章类型: Journal Article
    与男性发生性关系的年轻男性和年轻的跨性别女性(YMSM-YTW)使用在线空间与越来越规律性的性伴侣见面,研究表明,网上种族主义的经历模仿了现实世界。
    我们分析了2016-2017年芝加哥YMSM-YTW报告的用于满足性伴侣的基于网络和移动应用程序的种族和种族差异。
    要求对643名年龄在16-29岁之间的YMSM-YTW进行种族和种族多样化的样本,以命名在过去6个月中用于寻找性伴侣的网站或移动应用程序,以及提供有关同一时期性伴侣关系的信息。我们使用逻辑回归来评估种族和种族与(1)使用任何网站或移动应用程序寻找性伴侣的调整后的关联,(2)使用“社交网络”寻找性伴侣,与主要用于约会或联播的网站或移动应用程序相比,(3)使用特定网站或移动应用程序,(4)报告在网站或移动应用程序用户中成功地在线与性伴侣会面。
    虽然大多数YMSM-YTW(454/643,70.6%)使用网站或移动应用程序来寻找性伴侣,我们发现,黑人非西班牙裔YMSM-YTW报告这样做的可能性显著较小(将白人非西班牙裔与黑人非西班牙裔进行比较:调整比值比[aOR]1.74,95%CI1.10-2.76).黑人非西班牙裔YMSM-YTW更有可能使用社交网站寻找性伴侣(将白人非西班牙裔与黑人非西班牙裔进行比较:aOR0.20,95%CI0.11-0.37),尽管只有三分之一(149/454,32.8%)的所有应用程序使用参与者报告了这一情况。使用的各个应用程序因种族和种族而异,Grindr,Tinder,而Scruff在白人非西班牙裔YMSM-YTW中更为常见(93/123,75.6%;72/123,58.5%;30/123,24.4%,分别)比黑人非西班牙裔YMSM-YTW(65/178,36.5%;25/178,14%;和4/178,2.2%,分别)和Jack\'d和Facebook在黑人非西班牙裔YMSM-YTW中更为常见(105/178,59%和64/178,36%,分别)比白人非西班牙裔YMSM-YTW(6/123,4.9%和8/123,6.5%,分别)。最后,我们发现,虽然有一半(230/454,50.7%)的YMSM-YTW应用程序用户报告说在应用程序上成功结识了新的性伴侣,与白人非西班牙裔应用程序用户相比,黑人非西班牙裔YMSM-YTW应用程序用户这样做的可能性较小(将白人非西班牙裔与黑人非西班牙裔进行比较:aOR2.46,95%CI1.50-4.05)。
    我们发现,黑人非西班牙裔YMSM-YTW与网站或移动应用程序接触,并系统地发现性伴侣与白人非西班牙裔YMSM-YTW不同。我们的发现使人们对种族和族裔性混合模式的产生有了更深入的了解,并对芝加哥YMSM-YTW中性传播感染的传播产生了影响。
    UNASSIGNED: Young men who have sex with men and young transgender women (YMSM-YTW) use online spaces to meet sexual partners with increasing regularity, and research shows that experiences of racism online mimics the real world.
    UNASSIGNED: We analyzed differences by race and ethnicity in web-based and mobile apps used to meet sexual partners as reported by Chicago-based YMSM-YTW in 2016-2017.
    UNASSIGNED: A racially and ethnically diverse sample of 643 YMSM-YTW aged 16-29 years were asked to name websites or mobile apps used to seek a sexual partner in the prior 6 months, as well as provide information about sexual partnerships from the same period. We used logistic regression to assess the adjusted association of race and ethnicity with (1) use of any website or mobile apps to find a sexual partner, (2) use of a \"social network\" to find a sexual partner compared to websites or mobile apps predominantly used for dating or hookups, (3) use of specific websites or mobile apps, and (4) reporting successfully meeting a sexual partner online among website or mobile app users.
    UNASSIGNED: While most YMSM-YTW (454/643, 70.6%) used websites or mobile apps to find sexual partners, we found that Black non-Hispanic YMSM-YTW were significantly less likely to report doing so (comparing White non-Hispanic to Black non-Hispanic: adjusted odds ratio [aOR] 1.74, 95% CI 1.10-2.76). Black non-Hispanic YMSM-YTW were more likely to have used a social network site to find a sexual partner (comparing White non-Hispanic to Black non-Hispanic: aOR 0.20, 95% CI 0.11-0.37), though this was only reported by one-third (149/454, 32.8%) of all app-using participants. Individual apps used varied by race and ethnicity, with Grindr, Tinder, and Scruff being more common among White non-Hispanic YMSM-YTW (93/123, 75.6%; 72/123, 58.5%; and 30/123, 24.4%, respectively) than among Black non-Hispanic YMSM-YTW (65/178, 36.5%; 25/178, 14%; and 4/178, 2.2%, respectively) and Jack\'d and Facebook being more common among Black non-Hispanic YMSM-YTW (105/178, 59% and 64/178, 36%, respectively) than among White non-Hispanic YMSM-YTW (6/123, 4.9% and 8/123, 6.5%, respectively). Finally, we found that while half (230/454, 50.7%) of YMSM-YTW app users reported successfully meeting a new sexual partner on an app, Black non-Hispanic YMSM-YTW app users were less likely to have done so than White non-Hispanic app users (comparing White non-Hispanic to Black non-Hispanic: aOR 2.46, 95% CI 1.50-4.05).
    UNASSIGNED: We found that Black non-Hispanic YMSM-YTW engaged with websites or mobile apps and found sexual partners systematically differently than White non-Hispanic YMSM-YTW. Our findings give a deeper understanding of how racial and ethnic sexual mixing patterns arise and have implications for the spread of sexually transmitted infections among Chicago\'s YMSM-YTW.
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  • 文章类型: Journal Article
    从急诊科(ED)出院的老年人面临跌倒和功能下降的风险。智能手机可以在ED出院后远程监控移动性,然而,它们在这方面的应用仍未得到充分探索。
    这项研究旨在评估在ED出院后的11周内,让老年人从仪器化的定时上行(TUG)测试中每周提供加速度计数据的可行性。
    这个单中心,prospective,观察,队列研究招募了60岁及以上的学术性ED患者.参与者将GaitMate应用程序下载到他们的iPhone上,该应用程序在每周11次的家庭TUG测试中记录了加速度计数据。我们测量了对TUG测试完成的依从性,传输的加速度计数据的质量,以及参与者对应用程序可用性和安全性的看法。
    在617名接受治疗的患者中,149(24.1%)同意参加,在这149名参与者中,9(6%)退出。总的来说,参与者完成了55.6%(912/1639)的TUG测试。在31.1%(508/1639)的TUG测试中,数据质量最佳。在3个月的随访中,83.2%(99/119)的受访者认为该应用程序易于使用,和95%(114/120)感到安全在家执行任务。加入的障碍包括需要援助,应用程序的技术问题,和健忘。
    该研究表明,使用智能手机TUG测试来监测ED出院后老年人的活动能力,依从性适中,但可用性和安全性高。TUG测试数据不完整是常见的,反映了老年人在收集高质量纵向流动数据方面的挑战。已识别的障碍突出表明需要改进用户参与度和技术设计。
    UNASSIGNED: Older adults discharged from the emergency department (ED) face elevated risk of falls and functional decline. Smartphones might enable remote monitoring of mobility after ED discharge, yet their application in this context remains underexplored.
    UNASSIGNED: This study aimed to assess the feasibility of having older adults provide weekly accelerometer data from an instrumented Timed Up-and-Go (TUG) test over an 11-week period after ED discharge.
    UNASSIGNED: This single-center, prospective, observational, cohort study recruited patients aged 60 years and older from an academic ED. Participants downloaded the GaitMate app to their iPhones that recorded accelerometer data during 11 weekly at-home TUG tests. We measured adherence to TUG test completion, quality of transmitted accelerometer data, and participants\' perceptions of the app\'s usability and safety.
    UNASSIGNED: Of the 617 approached patients, 149 (24.1%) consented to participate, and of these 149 participants, 9 (6%) dropped out. Overall, participants completed 55.6% (912/1639) of TUG tests. Data quality was optimal in 31.1% (508/1639) of TUG tests. At 3-month follow-up, 83.2% (99/119) of respondents found the app easy to use, and 95% (114/120) felt safe performing the tasks at home. Barriers to adherence included the need for assistance, technical issues with the app, and forgetfulness.
    UNASSIGNED: The study demonstrates moderate adherence yet high usability and safety for the use of smartphone TUG tests to monitor mobility among older adults after ED discharge. Incomplete TUG test data were common, reflecting challenges in the collection of high-quality longitudinal mobility data in older adults. Identified barriers highlight the need for improvements in user engagement and technology design.
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  • 文章类型: Journal Article
    目的:描述智能手机应用如何有助于儿童和青少年癫痫的治疗。
    方法:这是在Medline上进行的综合审查,PubMed,和SciELO数据库,基于描述符“癫痫”和“智能手机”。“包括2017年至2023年之间以葡萄牙语或英语发表的解决研究问题的原始研究。论文和论文,重复的研究,文献综述,没有回答研究问题的研究被排除在外。
    结果:共发现178项研究,其中六人被选中参加本次审查。样本包括731名参与者(631名患有癫痫的儿童和青少年以及100名护理人员)。这些应用程序允许收集癫痫发作频率;危机的时间和类型;药物管理提醒;以及有关睡眠质量的信息。他们可以为医疗保健专业人员存储这些数据,看护者,和用户来监视条件的进展。
    结论:在儿童和青少年癫痫发作管理中使用应用程序通过促进连续和个性化监测显示了有希望的结果。需要进一步的研究来优化有益的结果并克服挑战。
    OBJECTIVE: To describe how smartphone applications can contribute to the management of epilepsy in children and adolescents.
    METHODS: This is an integrative review conducted on the Medline, PubMed, and SciELO databases, based on the descriptors \"epilepsy\" and \"smartphone.\" Original studies published between 2017-2023 in Portuguese or English that addressed the research question were included. Theses and dissertations, duplicate studies, literature reviews, and studies that did not answer the research question were excluded.
    RESULTS: A total of 178 studies were located, of which six were selected for this review. The sample included 731 participants (631 children and adolescents with epilepsy and 100 caregivers). The applications allow for the collection of seizure frequency; timing and type of crisis; reminders for medication administration; and information about sleep quality. They can store these data for healthcare professionals, caregivers, and users to monitor the progress of the condition.
    CONCLUSIONS: The use of applications in managing seizures in children and adolescents with epilepsy shows promising results by promoting continuous and personalized monitoring. Further studies are needed to optimize beneficial outcomes and overcome challenges.
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  • 文章类型: Case Reports
    暂无摘要。
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  • 文章类型: Journal Article
    背景:接受放射治疗(RT)的前列腺癌患者需要舒适的膀胱以减少治疗期间的毒性。依从性差是常见的标准护理书面或口头指示,通过较差的吞吐量效率(TE)导致患者价值(PV)和临床资源浪费。
    目的:在此,我们评估了基于智能手机的行为干预(SBI)改善膀胱充盈依从性的可行性和可接受性,以及量化PV和TE的方法.
    方法:总共,36名前列腺癌患者纳入单一机构,封闭式访问,非随机可行性试验。SBI由全自动智能水瓶和智能手机应用程序组成。这两个部分都提醒患者排空膀胱并喝个性化的体积目标,基于模拟膀胱体积,比他预定的RT早1.25小时。对患者进行了培训,以调整其容量目标和通知时间,以实现舒适的完整膀胱。如果定性(QLC)和定量依从性(QNC)>80%,则满足主要终点。对于QLC,患者被问及是否在每日RT之前准备了膀胱。如果每日锥形束断层扫描的膀胱体积>模拟体积的75%,则满足QNC。服务用户技术可接受性问卷(SUTAQ)是在SBI前后亲自发布的。如果在SUTAQ的4个领域中>3/5,并且>80%(15/18)的患者使用该装置的时间>50%,则满足其他可接受性和参与终点。分别。最后,SBI对PV和TE的影响是通过在诊所和直线加速器(直线加速器)上花费的时间来衡量的,分别,并与匹配的控件形成对比。
    结果:在398个(94.2%)总治疗的375个中,QLC为100%,而在398例治疗中的341例(85.7%)中,QNC为88.9%。在总分5分的患者中,隐私问题得分为4.33分,4关于对福利的信念,4.56关于满意度,和4.24的可用性通过SUTAQ。Further,83%(15/18)的患者在>50%的治疗中使用SBI。与对照组(75.01,SEM2.26分钟)相比,干预组的患者在诊所花费的时间更少(53.24,SEM1.71分钟)(P<.001)。同样,与对照组(14.19,SEM0.32分钟)相比,干预臂在直线加速器上花费的时间更少(10.67,SEM0.40分钟)(P<.001)。
    结论:这项数字干预试验显示,膀胱充盈依从性和参与率很高。通过缩短临床时间和直线加速器的使用,高患者价值和TE是可行的量化,分别。未来的研究需要评估临床结果,患者体验,和成本效益。
    背景:ClinicalTrials.govNCT04946214;https://www.clinicaltrials.gov/研究/NCT04946214。
    BACKGROUND: Patients with prostate cancer undergoing radiation therapy (RT) need comfortably full bladders to reduce toxicities during treatment. Poor compliance is common with standard of care written or verbal instructions, leading to wasted patient value (PV) and clinic resources via poor throughput efficiency (TE).
    OBJECTIVE: Herein, we assessed the feasibility and acceptability of a smartphone-based behavioral intervention (SBI) to improve bladder-filling compliance and methods for quantifying PV and TE.
    METHODS: In total, 36 patients with prostate cancer were enrolled in a single-institution, closed-access, nonrandomized feasibility trial. The SBI consists of a fully automated smart water bottle and smartphone app. Both pieces alert the patient to empty his bladder and drink a personalized volume goal, based on simulation bladder volume, 1.25 hours before his scheduled RT. Patients were trained to adjust their volume goal and notification times to achieve comfortably full bladders. The primary end point was met if qualitative (QLC) and quantitative compliance (QNC) were >80%. For QLC, patients were asked if they prepared their bladders before daily RT. QNC was met if bladder volumes on daily cone-beam tomography were >75% of the simulation\'s volume. The Service User Technology Acceptability Questionnaire (SUTAQ) was given in person pre- and post-SBI. Additional acceptability and engagement end points were met if >3 out of 5 across 4 domains on the SUTAQ and >80% (15/18) of patients used the device >50% of the time, respectively. Finally, the impact of SBI on PV and TE was measured by time spent in a clinic and on the linear accelerator (linac), respectively, and contrasted with matched controls.
    RESULTS: QLC was 100% in 375 out of 398 (94.2%) total treatments, while QNC was 88.9% in 341 out of 398 (85.7%) total treatments. Of a total score of 5, patients scored 4.33 on privacy concerns, 4 on belief in benefits, 4.56 on satisfaction, and 4.24 on usability via SUTAQ. Further, 83% (15/18) of patients used the SBI on >50% of treatments. Patients in the intervention arm spent less time in a clinic (53.24, SEM 1.71 minutes) compared to the control (75.01, SEM 2.26 minutes) group (P<.001). Similarly, the intervention arm spent less time on the linac (10.67, SEM 0.40 minutes) compared to the control (14.19, SEM 0.32 minutes) group (P<.001).
    CONCLUSIONS: This digital intervention trial showed high rates of bladder-filling compliance and engagement. High patient value and TE were feasibly quantified by shortened clinic times and linac usage, respectively. Future studies are needed to evaluate clinical outcomes, patient experience, and cost-benefit.
    BACKGROUND: ClinicalTrials.gov NCT04946214; https://www.clinicaltrials.gov/study/NCT04946214.
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  • 文章类型: Journal Article
    背景:生活方式的改变是2型糖尿病治疗的关键部分。许多患者发现长期自我管理困难,和移动应用程序可能是一个解决方案。2010年,在美国,一个移动应用程序被批准为官方医疗设备。类似的应用程序已经进入日本市场,但尚未被归类为医疗设备。
    目的:本研究的目的是确定SaveMedicalCorporation(SMC)-01的疗效,SaveMedicalCorporation(SMC)-01是一种支持日本2型糖尿病患者生活方式改变的移动应用程序。
    方法:这是一个为期24周的多机构,前瞻性随机对照试验。干预组接受了SMC-01,这是一款应用程序,其功能允许患者记录数据并接收个性化反馈,以鼓励更健康的生活方式。对照组使用纸质期刊进行糖尿病自我管理。主要结果是从基线到第12周的血红蛋白A1c变化的组间差异。
    结果:从基线到第12周,干预组的血红蛋白A1c变化为-0.05%(95%CI-0.14%至0.04%),对照组为0.06%(95%CI-0.04%至0.15%)。组间变化差异为-0.11%(95%CI-0.24%至0.03%;P=.11)。
    结论:血糖控制无统计学意义的变化。缺乏变化可能是由于SMC-01诱导行为变化不足,没有筛查那些有强烈意愿改变生活方式的患者,由于设计问题,SMC-01的有效使用率低,或者SMC-01干预的问题。未来的努力应在制定干预措施的早期阶段集中于这些问题。
    背景:日本临床试验注册中心jRCT2032200033;https://jrct。尼夫.走吧。jp/latest-detail/jRCT2032200033.
    BACKGROUND: Lifestyle modifications are a key part of type 2 diabetes mellitus treatment. Many patients find long-term self-management difficult, and mobile apps could be a solution. In 2010, in the United States, a mobile app was approved as an official medical device. Similar apps have entered the Japanese market but are yet to be classified as medical devices.
    OBJECTIVE: The objective of this study was to determine the efficacy of Save Medical Corporation (SMC)-01, a mobile app for the support of lifestyle modifications among Japanese patients with type 2 diabetes mellitus.
    METHODS: This was a 24-week multi-institutional, prospective randomized controlled trial. The intervention group received SMC-01, an app with functions allowing patients to record data and receive personalized feedback to encourage a healthier lifestyle. The control group used paper journals for diabetes self-management. The primary outcome was the between-group difference in change in hemoglobin A1c from baseline to week 12.
    RESULTS: The change in hemoglobin A1c from baseline to week 12 was -0.05% (95% CI -0.14% to 0.04%) in the intervention group and 0.06% (95% CI -0.04% to 0.15%) in the control group. The between-group difference in change was -0.11% (95% CI -0.24% to 0.03%; P=.11).
    CONCLUSIONS: There was no statistically significant change in glycemic control. The lack of change could be due to SMC-01 insufficiently inducing behavior change, absence of screening for patients who have high intention to change their lifestyle, low effective usage of SMC-01 due to design issues, or problems with the SMC-01 intervention. Future efforts should focus on these issues in the early phase of developing interventions.
    BACKGROUND: Japan Registry of Clinical Trials jRCT2032200033; https://jrct.niph.go.jp/latest-detail/jRCT2032200033.
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  • 文章类型: Journal Article
    背景:青少年和成人肥胖在美国仍然是一种公共卫生流行病。尽管具有游戏化功能的mHealth应用程序在青少年中很受欢迎,没有足够的研究来评估游戏化mHealth应用程序和财务激励措施的功效,以激励青少年或其成年照顾者持续的健康行为改变。
    目的:本研究旨在评估新型“CommitFit”mHealth应用程序中使用的游戏化技术和财务激励措施的有效性,以激发健康行为改变并改善青少年及其照顾者的各种身心健康指标。
    方法:本研究是一项为期3个月的随机对照试验(RCT),包括30名青少年(13-15岁)及其成年照顾者(N=60)。它评估\“CommitFit,\“使用游戏化,包括积分和排行榜来激励记录和实现自我选择的健康行为目标(例如,更多的水,睡眠,身体活动,水果,或蔬菜或更少的含糖饮料)。RCT有三个手臂,每个有10个二元组:(1)仅限CommitFit用户;(2)CommitFit$,青少年获得的分数为0.05美元;(3)等待名单控制。干预二元使用该应用程序3个月,并且可以选择在没有提示或额外财务激励的情况下使用第四个月。用户分析软件用于评估用户日志和目标实现的频率。每月调查评估了自我报告的5个CommitFit健康行为的变化。在3次临床访问时评估所有参与者的BMI和血压变化。心理健康,游戏化,在临床访视期间完成了行为经济学调查。
    结果:招募于2023年8月开始,并在10周内完成。研究小组成功招募并招募了30个二元组。研究人员通过电子邮件发送给医生批准的青少年患者名单上的89名护理人员,33%的招聘率。数据收集和分析将在2024年春季和夏季进行。这项研究的结果预计将于2024年底至2025年初发表。
    结论:此RCT将扩大对游戏化技术有效性的认识,财政激励,和mHealth应用程序来激励青少年和护理人员持续的健康行为改变。这些结果可能为护理人员提供新的机会,健康保险公司,卫生保健系统,和临床医生激励青少年和护理人员的健康行为改变,最终目标是预防或减少肥胖和肥胖相关疾病。额外的游戏化,心理健康调查,研究中包含的应用程序用户分析可以进一步了解青少年或护理人员的特征,他们将从使用像CommitFit这样的游戏化mHealth应用程序中受益最多。
    DERR1-10.2196/63505。
    BACKGROUND: Adolescent and adult obesity continues to be a public health epidemic in the United States. Despite the popularity of mHealth apps with gamification among adolescents, there are insufficient studies to evaluate the efficacy of gamified mHealth apps and financial incentives to motivate sustained health behavior change in adolescents or their adult caregivers.
    OBJECTIVE: This study aims to evaluate the effectiveness of gamification techniques and financial incentives used in the novel \"CommitFit\" mHealth app to motivate health behavior change and improve various mental and physical health metrics in adolescents and their caregivers.
    METHODS: This study is a 3-month randomized controlled trial (RCT) with 30 adolescents (aged 13-15 years) and their adult caregivers (N=60). It evaluates \"CommitFit,\" which uses gamification including points and leaderboards to motivate logging and achievement of self-selected health behavior goals (eg, more water, sleep, physical activity, fruits, or vegetables or fewer sugary beverages). The RCT had three arms, each with 10 dyads: (1) CommitFit-only users; (2) CommitFit$, where adolescents were paid US $0.05 for each point they earned; and (3) waitlist control. Intervention dyads used the app for 3 months and had the option to use it for the fourth month without prompts or extra financial incentives. User analytic software was used to evaluate the frequency of user logs and goal achievement. Monthly surveys evaluated self-reported change in the 5 CommitFit health behaviors. Changes in BMI and blood pressure were evaluated for all participants at 3 clinical visits. Mental health, gamification, and behavior economics surveys were completed during the clinical visits.
    RESULTS: Recruitment began in August 2023 and was completed in 10 weeks. The research team successfully recruited and enrolled 30 dyads. Researchers emailed and called 89 caregivers on a physician-approved adolescent patient list, a 33% recruitment rate. Data collection and analysis will be conducted in the spring and summer of 2024. The results of this study are anticipated to be published between late 2024 and early 2025.
    CONCLUSIONS: This RCT will expand knowledge of the effectiveness of gamification techniques, financial incentives, and mHealth apps to motivate sustained health behavior change among adolescents and caregivers. These results may offer new opportunities to caregivers, health insurers, health care systems, and clinicians to motivate health behavior change in adolescents and caregivers, with the ultimate goal of preventing or reducing obesity and obesity-related diseases. Additional gamification, mental health surveys, and app user analytics included in the study may provide further insight into the characteristics of adolescents or caregivers who would benefit the most from using a gamified mHealth app like CommitFit.
    UNASSIGNED: DERR1-10.2196/63505.
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  • 文章类型: Journal Article
    目的:在这项观察性研究中,我们使用来自FeverApp注册表的数据确定了mHealth应用程序(app)在德国的分布情况.
    方法:对注册表数据进行处理,以评估应用程序分发的总体月度趋势,并分解了季节自回归综合移动平均模型来研究时间序列。进行了样本比较,将来自冷呼叫的数据与FeverApp的自我注册分销商进行匹配。
    结果:在881名儿科和青少年医疗实践中,在2019年至2023年8月之间招募了27,300名应用程序用户。每月招募的用户人数稳步增加。观察到季节性趋势,在冬季表现出更高的分布。自我注册的儿科实践并没有比冷称的实践招募更多的应用程序用户,两组中大约每25个家庭都被招募。
    结论:冬季更多应用程序注册的趋势可能与德国的流感季节有关。实践的内在和外在动机因素似乎对分布有很大的影响。我们观察到应用程序分布的积极趋势。季节性发热感染和实践中的个体分布方法会影响FeverApp在德国的分布。家庭因素可能比分配实践的动机具有更大的影响。
    OBJECTIVE: In this observational study, we determined the distribution of mHealth applications (apps) in Germany using data from the FeverApp registry.
    METHODS: The registry data were processed to assess general monthly trends in app distribution, and a seasonal autoregressive integrated moving average model was decomposed to investigate time series. A sample comparison was made matching data from cold-called against self-registered distributers of the FeverApp.
    RESULTS: Among 881 pediatric and adolescent medical practices, 27,300 app users were recruited between 2019 and August 2023. The number of monthly recruited users increased steadily. A seasonal trend was observed, showing a higher distribution in winter months. Self-registered pediatric practices did not recruit significantly more app users than cold-called practices, with approximately every 25th family recruited in both groups.
    CONCLUSIONS: The trend of more app sign-ups during winter is likely related to the flu season in Germany. Intrinsic and extrinsic motivational factors of the practices seem to have a large impact on the distribution. We observed a positive trend in the app distribution. Seasonal febrile infections and individual distribution methods among practices influence the distribution of the FeverApp in Germany. Family factors may have a greater influence than the motivation of distributing practices.
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  • 文章类型: Journal Article
    强大的数字基础设施至关重要,尤其是在医疗保健领域,用于实时数据生成,分析,和快速决策。食物和水传播疾病是全世界发病率和死亡率的主要原因。印度,一个有着不同文化和饮食习惯的发展中国家,造成食源性疾病和爆发的高风险,然而,经常被低估和无效的研究。此外,东北(NE)地区独特的社会经济和环境因素导致食源性疾病的高负担。为了解决这些恐惧,印度医学研究理事会(ICMR)已对印度东北部的食源性病原体进行了监测研究。本研究的重点是开发数字数据库系统,用于系统监测食源性疾病暴发,旨在解决传统监测方法的差距,提高疾病检测和反应能力。数字系统集成了移动应用,基于Web的平台,和先进的分析工具,以实现实时数据收集,传播,以及食源性疾病数据的分析。此外,系统的安全性和可扩展性增强了数据的准确性和可访问性,使其成为在资源有限的环境中加强食源性疾病监测工作的宝贵工具。
    Robust digital infrastructure is vital and the need of the hour, especially in the healthcare sector, for real-time data generation, analysis, and quick decision-making. Food- and water-borne illnesses represent a prominent cause of morbidity and mortality worldwide. India, a developing nation with diverse cultures and food practices, poses a high risk of food-borne diseases and outbreaks, yet is often underreported and ineffectively researched. Also, the unique socio-economic and environmental factors of the Northeast (NE) region contribute to the high burden of food-borne diseases. To address these trepidations, the Indian Council of Medical Research (ICMR) has undertaken a study for the surveillance of food-borne pathogens in NE India. The present study focuses on the development of a digital database system for the systematic surveillance of foodborne disease outbreaks, aiming to address the gaps in traditional surveillance methods and improve disease detection and response capabilities. The digital system integrates mobile applications, web-based platforms, and advanced analytics tools to enable real-time data collection, dissemination, and analysis of food-borne illness data. Additionally, the secure and scalable nature of the system enhances data accuracy and accessibility, making it a valuable tool for enhancing food-borne disease surveillance efforts in resource-constrained settings.
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  • 文章类型: Journal Article
    智能手机应用程序是数字健康的主要交付方式之一。这些mHealth应用程序中的许多都使用游戏化来吸引用户,改善用户体验,实现更好的健康结果。然而,目前尚不清楚游戏化方法是否有助于提供有效的,安全,和临床上对用户有益的产品。本研究调查了69个游戏化mHealth应用程序与欧盟医疗器械法规的合规性,并评估了这些应用程序的游戏化性质所产生的特定风险。在确定的应用程序中,32(46.4%)被视为非医疗设备;7(10.1%)已被监管机构批准/批准,31个(44.9%)应用被评估为可能不合规或可能不符合监管要求.这些申请和一个批准的申请在市场上被评估为没有所需的监管批准。根据我们的分析,在美国,这些应用程序中的更高比例将被归类为医疗设备。游戏化带来的风险水平仍然模棱两可。虽然大多数应用程序只显示游戏化程度和潜在风险之间的薄弱环节,对于那些具有高度游戏化或身临其境的游戏体验的应用程序,此链接更强。
    Smartphone applications are one of the main delivery modalities in digital health. Many of these mHealth apps use gamification to engage users, improve user experience, and achieve better health outcomes. Yet, it remains unclear whether gamified approaches help to deliver effective, safe, and clinically beneficial products to users. This study examines the compliance of 69 gamified mHealth apps with the EU Medical Device Regulation and assesses the specific risks arising from the gamified nature of these apps. Of the identified apps, 32 (46.4%) were considered non-medical devices; seven (10.1%) were already cleared/approved by the regulatory authorities, and 31 (44.9%) apps were assessed as likely non-compliant or potentially non-compliant with regulatory requirements. These applications and one approved application were assessed as on the market without the required regulatory approvals. According to our analysis, a higher proportion of these apps would be classified as medical devices in the US. The level of risk posed by gamification remains ambiguous. While most apps showed only a weak link between the degree of gamification and potential risks, this link was stronger for those apps with a high degree of gamification or an immersive game experience.
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