Objective: Smartphone cancer-related apps have been shown to meet some of the needs of adolescents and young adults (AYAs) during their cancer trajectory. However, there is a lack of apps evaluated by AYAs; thus, the quality of many of these apps has been contested. The aim of this study was to investigate the usefulness of a cancer smartphone app called Kræftværket. The AYA participants reflected on their first experiences of the app and whether it was a relevant and useful tool during and after their cancer trajectory.
Methods: A total of 20 AYA cancer patients aged 16-29 years (n = 10 on treatment, n = 10 in follow up) were provided with a prototype of the Kræftværket app during a 6-week test period (April-May 2018). After the test period, n = 17 participated in focus group interviews, which were analyzed thematically.
Results: The following themes were found: Sharing personal information (anonymity, safe communication, tough topics, videos and YouTube clips, tracking statistics); Normalcy (Seeing oneself reflected in in others, not alone, general and specific communities); Need for interaction (response from the app, information provided by the app, the app should give more back); and An everyday tool (integrating the app into daily routines, competition between app and Facebook group, temporary needs).
Conclusions: The app was perceived to be most relevant at disease onset. During the treatment period, both diagnosis-specific information and communities were requested. There was a call for a clearer distinction between the purpose of the app and other Facebook communities and for a notification function.
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http://dx.doi.org/10.1177/2055207621997258 | DOI Listing |
EClinicalMedicine
October 2024
Toronto 3D Knowledge Synthesis and Clinical Trials Unit, Clinical Nutrition and Risk Factor Modification Center, St. Michael's Hospital, Unity Health Toronto, Toronto, ON M5B 1W8, Canada.
Background: Use of health applications (apps) to support healthy lifestyles has intensified. Different app features may support effectiveness, including gamification defined as the use of game elements in a non-game situation. Whether health apps with gamification can impact behaviour change and cardiometabolic risk factors remains unknown.
View Article and Find Full Text PDFInternet Interv
December 2024
Bournemouth University, Poole, United Kingdom.
Gambling, though a popular social activity, can lead to addiction and cause significant harm. This study aimed to explore the experiences of 36 low-to-moderate risk gamblers (PGSI score 0-7; 31 male, 5 female; 10 per each intervention arm, 6 per control group) in the 'EROGamb 2.0' feasibility trial ( = 168).
View Article and Find Full Text PDFFront Digit Health
December 2024
MOH Office for Healthcare Transformation, Singapore, Singapore.
The COVID-19 pandemic in Singapore led to limited access to mental health services, resulting in increased distress among the population. This study explores the potential benefits of offering a digital mental health intervention (DMHI), Wysa, as a brief and longitudinal intervention as part of the mindline.sg initiative launched by the MOH Office for Healthcare Transformation in Singapore.
View Article and Find Full Text PDFFront Psychol
December 2024
Sadhguru Center for a Conscious Planet, Beth Israel Deaconess Medical Center, Harvard Medical School, Boston, MA, United States.
Objectives: Interpersonal relationships are a cornerstone of wellbeing. Mindfulness-based practices have been shown to improve relationship quality and reduce perceived stress. Inner Engineering (IE) is a transformative program that includes meditative and yogic practices associated with improvements in mindfulness and wellbeing.
View Article and Find Full Text PDFActa Otorhinolaryngol Ital
December 2024
Unit of Audiology, Regional Centre of Cochlear Implants and ENT Diseases, Department of Experimental and Clinical Medicine, Magna Graecia University, Catanzaro, Italy.
Objectives: This research aims to validate the digits-in-noise (DIN) test for the Italian language and develop a version capable of independently assessing both ears while maintaining acceptable administration times.
Methods: Individual digits from 0 to 9 in Italian were recorded and adjusted to equalise recognition probabilities. An iOS application (APP) was developed for the independent ear test using triplets in noise.
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