2018
DOI: 10.1016/j.cmpb.2018.04.026
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Mobile and wearable technologies in healthcare for the ageing population

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Cited by 106 publications
(65 citation statements)
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“…However, all the studies mentioned above were conducted on young or middle-aged adults, mostly in good health. Considering the multiple applications of wrist-based technology and the potential adoption in healthcare, and cognizant of an aging population, it is important to investigate the use of these devices in different populations, such as older people [28]. Research has explored the acceptability of commercial trackers to older adults [29–30], showing the current barriers to acceptability and the limitations of the available devices (in terms of data accessibility, ease-of-use, and wearability being impacted by the effects of ageing on skin, such as wrinkling and dryness of the skin, and so on), and defining the features that future older population-oriented trackers should provide to address acceptability issues [30].…”
Section: Introductionmentioning
confidence: 99%
“…However, all the studies mentioned above were conducted on young or middle-aged adults, mostly in good health. Considering the multiple applications of wrist-based technology and the potential adoption in healthcare, and cognizant of an aging population, it is important to investigate the use of these devices in different populations, such as older people [28]. Research has explored the acceptability of commercial trackers to older adults [29–30], showing the current barriers to acceptability and the limitations of the available devices (in terms of data accessibility, ease-of-use, and wearability being impacted by the effects of ageing on skin, such as wrinkling and dryness of the skin, and so on), and defining the features that future older population-oriented trackers should provide to address acceptability issues [30].…”
Section: Introductionmentioning
confidence: 99%
“…Important factors in the formation of favorable conditions for the successful implementation of higher education programs are as follows: timely improvement of the education system [5], successful implementation of personnel policy that would satisfy employees and students of HEIs [6,7], improvement of personnel training [8], conflict-free interpersonal relationships [9], teachers' motivation [10], etc. In recent decades, the elements of gamification have been widely used in psychology [11,12], education [13,14], business [15], marketing, social networks [16], health care service [17,18] and in other areas. In marketing practice, gamification is used to influence the behavior of consumers and increase the interest of buyers (consumers) in a particular product or service [19].…”
Section: Introductionmentioning
confidence: 99%
“…In order to tackle the leading causes of morbidity and mortality that may result from infections to chronic conditions especially in older adults and ageing population, the accessibility and provision of long-term care and palliative care, when and where needed by them, is crucial. With the continuous challenges and rising demands of the elderly, remote and home-based care, the technological innovations in the fields of digital health and health information and communication technologies, such as mobile health, wearable technologies, telemedicine and personalized medicine have transformed the ways of practice and delivery of healthcare in the recent decades [2]. Wearable technologies have been extensively used in the healthcare sector with multi-purpose applications ranging from patient care to personal health.…”
Section: Introductionmentioning
confidence: 99%