Leisure Screen Time, Internet Gaming Disorder, and Me ...
Africa’s Digital Health Revolution: The Digital Fit-Viabil ...
Background: Gamification refers to the use of game elements in nongame contexts. The use of gamification to change behaviors and promote physical activity (PA) is a promising avenue for tackling the ...
Background: Home telemonitoring figures among the various solutions that could help attenuate some of the problems associated with aging populations, rates of chronic illness, and shortages of health ...
Background: The use of mHealth apps has shown improved health outcomes in adult populations with type 2 diabetes mellitus. However, this has not been shown in the adolescent type 1 population, despite ...
Background: This paper explores the widely discussed relationship between electronic media use and sleep quality, indicating negative effects due to various factors. However, existing meta-analyses on ...
Background: Generation Z (born 1995-2010) members are digital residents who use technology and the internet more frequently than any previous generation to learn about their health. They are ...
Background: The use of health technology by older people is coming increasingly in focus with the demographic changes. Health information technology is generally perceived as an important factor in ...
Journal Information Focus and Scope Editorial Board Author Information Resource Center Article Processing Fees Publishing Policies Get Involved Top Articles ...
Background: The integration of large language models (LLMs) into medical diagnostics has garnered substantial attention due to their potential to enhance diagnostic accuracy, streamline clinical ...
Background: New York City was the international epicenter of the COVID-19 pandemic. Health care providers responded by rapidly transitioning from in-person to video consultations. Telemedicine (ie, ...
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