8 research outputs found

    The Unintended Consequences of Social Media in Healthcare : New Problems and New Solutions

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    Objectives: Social media is increasingly being used in conjunction with health information technology (health IT). The objective of this paper is to identify some of the undesirable outcomes that arise from this integration and to suggest solutions to these problems. Methodology: After a discussion with experts to elicit the topics that should be included in the survey, we performed a narrative review based on recent literature and interviewed multidisciplinary experts from different areas. In each case, we identified and analyzed the unintended effects of social media in health IT. Results: Each analyzed topic provided a different set of unintended consequences. Most relevant consequences include lack of privacy with ethical and legal issues, patient confusion in disease management, poor information accuracy in crowdsourcing, unclear responsibilities, misleading and biased information in the prevention and detection of epidemics, and demotivation in gamified health solutions with social components. Conclusions: Using social media in healthcare offers several benefits, but it is not exempt of potential problems, and not all of these problems have clear solutions. We recommend careful design of digital systems in order to minimize patient’s feelings of demotivation and frustration and we recommend following specific guidelines that should be created by all stakeholders in the healthcare ecosystem. Keywords Social media, gamification, epidemics, chronic disease, outcomes, ethics, legal, crowdsourcin

    Detecting gamification in breast cancer apps:an automatic methodology for screening purposes

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    Abstract Breast cancer is the most common cancer in women both in developed and developing countries. More than half of all cancer mobile application concern breast cancer. Gamification is widely used in mobile software applications created for health-related services. Current prevalence of gamification in breast cancer apps is unknown and detection must be manually performed. The purpose of this study is to describe and produce a tool allowing automatic detection of apps which contain gamification elements and thus empowering researchers to study gamification using large data samples. Predictive logistic regression model was designed on data extracted from breast cancer apps title and description text available in app stores. Model was validated comparing estimated and benchmark values, observed by gamification specialists. Studys outcome can be applied as a screening tool to efficiently identify gamification presence in breast cancer apps for further research

    Applying Collective Intelligence in Health Recommender Systems for Smoking Cessation: A Comparison Trial

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    Background: Health recommender systems (HRSs) are intelligent systems that can be used to tailor digital health interventions. We compared two HRSs to assess their impact providing smoking cessation support messages. Methods: Smokers who downloaded a mobile app to support smoking abstinence were randomly assigned to two interventions. They received personalized, ratable motivational messages on the app. The first intervention had a knowledge-based HRS (n = 181): it selected random messages from a subset matching the users' demographics and smoking habits. The second intervention had a hybrid HRS using collective intelligence (n = 190): it selected messages applying the knowledge-based filter first, and then chose the ones with higher ratings provided by other similar users in the system. Both interventions were compared on: (a) message appreciation, (b) engagement with the system, and (c) one's own self-reported smoking cessation status, as indicated by the last seven-day point prevalence report in different time intervals during a period of six months. Results: Both interventions had similar message appreciation, number of rated messages, and abstinence results. The knowledge-based HRS achieved a significantly higher number of active days, number of abstinence reports, and better abstinence results. The hybrid algorithm led to more quitting attempts in participants who completed their user profiles

    Empathic autonomous agents

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    Identifying and resolving conflicts of interests is a key challenge when designing autonomous agents. For example, such conflicts often occur when complex information systems interact persuasively with humans and are in the future likely to arise in non-human agent-to-agent interaction. We introduce a theoretical framework for an empathic autonomous agent that proactively identifies potential conflicts of interests in interactions with other agents (and humans) by considering their utility functions and comparing them with its own preferences using a system of shared values to find a solution all agents consider acceptable. To illustrate how empathic autonomous agents work, we provide running examples and a simple prototype implementation in a general-purpose programing language. To give a high-level overview of our work, we propose a reasoning-loop architecture for our empathic agent
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