Background Technologies 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. Objective This review aims to provide an overview of technologies, as reported in the literature, implemented during the first wave of the COVID-19 pandemic. Methods We 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. Results Of 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%). Conclusions Technologies 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.
We explore the effectiveness of serious games for visuospatial abilities among older adults with cognitive impairment by conducting a systematic review. Out of 548 identified publications, seven randomized controlled trials (RCTs) were included in this review. According to a meta-analysis of four RCTs, there is no statistically significant difference (p=0.28) in visuospatial abilities between serious game and control groups. Further, the included RCTs noted no statistically significant difference in the visuospatial ability when comparing serious games to conventional exercise (one study) and other serious games (two studies). One RCT demonstrated a statistically significant effect of serious games on the visuospatial ability when compared with conventional cognitive training. This review could not prove the effectiveness of serious games in enhancing visuospatial abilities for older adults with cognitive impairment. Thus, serious games should not be offered or used for enhancing visuospatial abilities amongst the elderly population with cognitive impairment. More robust RCTs are needed to make firm conclusions on the efficacy of serious games.
For the past ten years, the healthcare sector and industry has witnessed a surge in Artificial Intelligence (AI) technologies being used in many different medical specialties. Recently, AI-driven technologies have been utilized in medical care for pregnancy. In this work, we present a scoping review that explores the features of AI-driven technologies used in caring for pregnant patients. This review was conducted using the Preferred Reporting Items for Systematic review and Meta-Analyses extension for Scoping Reviews. Our analysis revealed that AI techniques were used in predicting pregnancy disorders such as preeclampsia and gestational diabetes, along with managing and treating ectopic pregnancies. We also found that AI technologies were used to assess risk factors and safety surveillance of pregnant women. We believe that AI-driven technologies have the potential to improve the healthcare provided to pregnant women.
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