4 research outputs found

    Blockchain technologies to mitigate COVID-19 challenges : a scoping review

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    Background: As public health strategists and policymakers explore different approaches to lessen the devastating effects of novel coronavirus disease (COVID-19), blockchain technology has emerged as a resource that can be utilized in numerous ways. Many blockchain technologies have been proposed or implemented during the COVID-19 pandemic; however, to the best of our knowledge, no comprehensive reviews have been conducted to uncover and summarise the main feature of these technologies. Objective: This study aims to explore proposed or implemented blockchain technologies used to mitigate the COVID-19 challenges as reported in the literature. Methods: We conducted a scoping review in line with guidelines of PRISMA Extension for Scoping Reviews (PRISMA-ScR). To identify relevant studies, we searched 11 bibliographic databases (e.g., EMBASE and MEDLINE) and conducted backward and forward reference list checking of the included studies and relevant reviews. The study selection and data extraction were conducted by 2 reviewers independently. Data extracted from the included studies was narratively summarised and described. Results: 19 of 225 retrieved studies met eligibility criteria in this review. The included studies reported 10 used cases of blockchain to mitigate COVID-19 challenges; the most prominent use cases were contact tracing and immunity passports. While the blockchain technology was developed in 10 studies, its use was proposed in the remaining 9 studies. The public blockchain technology was the most commonly utilized type in the included studies. All together, 8 different consensus mechanisms were used in the included studies. Out of 10 studies that identified the used platform, 9 studies used Ethereum to run the blockchain. Solidity was the most prominent programming language used in developing blockchain technology in the included studies. The transaction cost was reported in only 4 of the included studies and varied between USD 10−10 and USD 5. The expected latency and expected scalability were not identified in the included studies. Conclusion: Blockchain technologies are expected to play an integral role in the fight against the COVID-19 pandemic. Many possible applications of blockchain were found in this review; however, most of them are not mature enough to reveal their expected impact in the fight against COVID-19. We encourage governments, health authorities, and policymakers to consider all blockchain applications suggested in the current review to combat COVID-19 challenges. There is a pressing need to empirically examine how effective blockchain technologies are in mitigating COVID-19 challenges. Further studies are required to assess the performance of blockchain technologies’ fight against COVID-19 in terms of transaction cost, scalability, and/or latency when using different consensus algorithms, platforms, and access types

    The effectiveness and safety of serious games for improving cognitive abilities among elderly people with cognitive impairment : systematic review and meta-analysis

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    Cognitive impairment is a mental disorder that commonly affects elderly people. Serious games, which are games that have a purpose other than entertainment, have been used as a nonpharmacological intervention for improving cognitive abilities. The effectiveness and safety of serious games for improving cognitive abilities have been investigated by several systematic reviews; however, they are limited by design and methodological weaknesses. This study aims to assess the effectiveness and safety of serious games for improving cognitive abilities among elderly people with cognitive impairment. A systematic review of randomized controlled trials (RCTs) was conducted. The following 8 electronic databases were searched: MEDLINE, Embase, CINAHL, PsycINFO, ACM Digital Library, IEEE Xplore, Scopus, and Google Scholar. We also screened reference lists of the included studies and relevant reviews, as well as checked studies citing our included studies. Two reviewers independently carried out the study selection, data extraction, risk of bias assessment, and quality of evidence appraisal. We used a narrative and statistical approach, as appropriate, to synthesize the results of the included studies. Fifteen studies met the eligibility criteria among 466 citations retrieved. Of those, 14 RCTs were eventually included in the meta-analysis. We found that, regardless of their type, serious games were more effective than no intervention (P=.04) and conventional exercises (P=.002) for improving global cognition among elderly people with cognitive impairment. Further, a subgroup analysis showed that cognitive training games were more effective than no intervention (P=.05) and conventional exercises (P<.001) for improving global cognition among elderly people with cognitive impairment. Another subgroup analysis demonstrated that exergames (a category of serious games that includes physical exercises) are as effective as no intervention and conventional exercises (P=.38) for improving global cognition among elderly people with cognitive impairment. Although some studies found adverse events from using serious games, the number of adverse events (ie, falls and exacerbations of pre-existing arthritis symptoms) was comparable between the serious game and control groups. Serious games and specifically cognitive training games have the potential to improve global cognition among elderly people with cognitive impairment. However, our findings remain inconclusive because the quality of evidence in all meta-analyses was very low, mainly due to the risk of bias raised in the majority of the included studies, high heterogeneity of the evidence, and imprecision of total effect sizes. Therefore, psychologists, psychiatrists, and patients should consider offering serious games as a complement and not a substitute to existing interventions until further more robust evidence is available. Further studies are needed to assess the effect of exergames, the safety of serious games, and their long-term effects. [Abstract copyright: ©Alaa Abd-alrazaq, Mohannad Alajlani, Dari Alhuwail, Carla T Toro, Anna Giannicchi, Arfan Ahmed, Ahmed Makhlouf, Mowafa Househ. Originally published in JMIR Serious Games (https://games.jmir.org), 10.03.2022.

    Overview of Technologies Implemented During the First Wave of the COVID-19 Pandemic: Scoping Review

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    BackgroundTechnologies have been extensively implemented to provide health care services for all types of clinical conditions during the COVID-19 pandemic. While several reviews have been conducted regarding technologies used during the COVID-19 pandemic, they were limited by focusing either on a specific technology (or features) or proposed rather than implemented technologies. ObjectiveThis review aims to provide an overview of technologies, as reported in the literature, implemented during the first wave of the COVID-19 pandemic. MethodsWe conducted a scoping review using PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-analyses) Extension for Scoping Reviews. Studies were retrieved by searching 8 electronic databases, checking the reference lists of included studies and relevant reviews (backward reference list checking), and checking studies that cited included studies (forward reference list checking). The search terms were chosen based on the target intervention (ie, technologies) and the target disease (ie, COVID-19). We included English publications that focused on technologies or digital tools implemented during the COVID-19 pandemic to provide health-related services regardless of target health condition, user, or setting. Two reviewers independently assessed the eligibility of studies and extracted data from eligible papers. We used a narrative approach to synthesize extracted data. ResultsOf 7374 retrieved papers, 126 were deemed eligible. Telemedicine was the most common type of technology (107/126, 84.9%) implemented in the first wave of the COVID-19 pandemic, and the most common mode of telemedicine was synchronous (100/108, 92.6%). The most common purpose of the technologies was providing consultation (75/126, 59.5%), followed by following up with patients (45/126, 35.7%), and monitoring their health status (22/126, 17.4%). Zoom (22/126, 17.5%) and WhatsApp (12/126, 9.5%) were the most commonly used videoconferencing and social media platforms, respectively. Both health care professionals and health consumers were the most common target users (103/126, 81.7%). The health condition most frequently targeted was COVID-19 (38/126, 30.2%), followed by any physical health conditions (21/126, 16.7%), and mental health conditions (13/126, 10.3%). Technologies were web-based in 84.1% of the studies (106/126). Technologies could be used through 11 modes, and the most common were mobile apps (86/126, 68.3%), desktop apps (73/126, 57.9%), telephone calls (49/126, 38.9%), and websites (45/126, 35.7%). ConclusionsTechnologies played a crucial role in mitigating the challenges faced during the COVID-19 pandemic. We did not find papers describing the implementation of other technologies (eg, contact-tracing apps, drones, blockchain) during the first wave. Furthermore, technologies in this review were used for other purposes (eg, drugs and vaccines discovery, social distancing, and immunity passport). Future research on studies on these technologies and purposes is recommended, and further reviews are required to investigate technologies implemented in subsequent waves of the pandemic
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