scholarly journals Satisfaction With Web-Based Healthcare Content in Cancer Survivors: A Cross-Sectional Survey

2020 ◽  
Vol 2 ◽  
Author(s):  
Akiko Hanai ◽  
Tappei Morino ◽  
Yuki Shinohara ◽  
Tomoki Aoyama ◽  
Tadao Tsuboyama

Health-related web content is constantly increasing, and cancer survivors use it to manage their health and activities of daily living. However, the actual usage of and satisfaction with web contents among cancer survivors is unclear. Therefore, we conducted a web-based cross-sectional survey to understand the satisfaction with web content in those cancer survivors who use the Internet to cope with their anxiety/stress, sleeplessness, or cognitive difficulties. The survey questionnaire was e-mailed to 1.2 million voluntary registrants at a research company. Cancer survivors who accessed any content via the Internet and experienced anxiety/stress, sleeplessness, or cognitive difficulties were included in the study. Out of the 412 survivors who completed the survey, 357 experienced some degree of anxiety or stress, 258 experienced sleeplessness, and 161 experienced some cognitive difficulties, such as forgetfulness or lack of attention. They used web contents to record their health or (n = 205), relieve their anxiety or stress (n = 238), and devise activities of daily living (n = 232) during cancer therapy, including surgery, chemotherapy, and radiation. The web contents included “interactive contents” (users engage with the web content by responding to it in some form), “non-interactive contents” (information medium without any user engagement), “web-storage,” or “scrolling.” Multivariate logistic regression revealed greater satisfaction with “interactive contents” in cancer survivors. This reflects that the sharing of personal experiences as well as objective information should be considered to create satisfying and effective web contents.

2019 ◽  
Author(s):  
Francesco Brigo ◽  
Simona Lattanzi ◽  
Giorgia Giussani ◽  
Laura Tassi ◽  
Nicola Pietrafusa ◽  
...  

BACKGROUND The Internet has become one of the most important sources of health information, accessed daily by an ever-growing number of both patients and physicians, seeking medical advice and clinical guidance. A deeper insight into the current use of the Web as source of information on epilepsy would help in clarifying the individual attitude towards this medium by Internet users. OBJECTIVE We investigated views towards the Internet in a sample of Italian healthcare specialists involved in epilepsy field, to explore factors which explained the influence of information found on the internet. METHODS This study was a self-administered survey conducted in a group of members of the Italian Chapter of the International League Against Epilepsy (ILAE) in January 2018. RESULTS 184 questionnaires were analyzed. 97.8% of responders reported to seek online information on epilepsy. The Internet was most frequently searched to obtain new information (69.9%) or to confirm a diagnostic or therapeutic decision (37.3%). The influence of consulting the Internet on clinical practice was associated with registration to social network(s) (OR: 2.94; 95%CI: 1.28-6.76; p=0.011), higher frequency of Internet use (OR: 3.66; 95%CI: 1.56-9.21; p=0.006) and higher confidence in reliability of online information (OR: 2.61; 95%CI: 1.09-6.26; p=0.031). No association was found with age, sex, years in epilepsy practice or easiness to find online information. CONCLUSIONS Internet is frequently used among healthcare professionals involved in the epilepsy to obtain information about this disease. The attitude of being influenced by the Internet for diagnostic and/or therapeutic decisions in epilepsy is independent on age and years of experience in epilepsy, and probably reflects an individual approach towards the Web.


10.2196/14327 ◽  
2019 ◽  
Vol 3 (4) ◽  
pp. e14327 ◽  
Author(s):  
Hasan Ashkanani ◽  
Rabab Asery ◽  
Fajer Bokubar ◽  
Noor AlAli ◽  
Shahad Mubarak ◽  
...  

Background Owing to the revolution in technology, the internet has become an important aspect of people’s lives. Modern technology is enabling people from diverse educational backgrounds to use the internet for several purposes, one of which is health information seeking. Recently, Web-based health information has become more popular among patients all over the world and among the general public. Objective This study aimed to investigate the use of Web-based health resources among undergraduate students from different faculties at Kuwait University. Methods The study employed a cross-sectional design with students selected from 8 faculties of Kuwait University, 4 faculties of Literature and 4 faculties of Science. Data were collected using structured questionnaires, and analysis was done using a chi-square test and binary logistic regression to determine the factors associated with seeking health information on the Web. Results The sample size obtained was 1132 with a response rate of 90.27% (1132/1254). Overall, the prevalence of students seeking Web-based health information was 92.66%. (1049/1132) The most significant factors associated with seeking health information on the Web were age, gender, faculty, year of study, primary source of internet, and level of experience with internet use. In total, 90.0% (325/361) of students who were aged older than 21 years used Web-based health information compared with 82.8% (275/332) of those who were aged 18 years. In addition, female students showed a higher prevalence (829/934, 88.8%) of Web-based health information seeking than males (210/270, 77.8%). Students who majored in faculties of Science were more likely to seek health information than those who majored in faculties of Literature. All the differences found in the study were statistically significant (P<.05). Conclusions The study concluded that many people use the internet for seeking health information. Sociodemographic factors have a significant association with Web-based health information seeking. Therefore, doctors must educate the public about the health information websites that can be trusted.


2019 ◽  
Author(s):  
William TH Choi ◽  
Dan KS Yu ◽  
Terry Wong ◽  
Tella Lantta ◽  
Min Yang ◽  
...  

BACKGROUND Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited. OBJECTIVE The aim of this study was to explore the habits and attitudes regarding video gaming and information technology usage and their associated factors in people with schizophrenia in Hong Kong. METHODS In this cross-sectional survey, service users with schizophrenia were recruited from 6 halfway hostels and 7 integrated centers for mental wellness in Hong Kong. A 79-item self-report questionnaire was utilized to explore the habits of internet use and video gaming in these people with schizophrenia. The attitude toward video gaming was assessed using the Gaming Attitudes, Motivations, and Experiences Scales. Of the 148 individuals in a convenience sample who were invited to participate in this study, 110 willingly participated (a response rate of 74.3%). The data were analyzed using descriptive statistics, a two-tailed independent t test, Pearson correlation, and principal analysis with 3 methods of rotation (varimax, equimax, and promax). RESULTS Most participants (100/110, 90.9%) had access to the internet and half of them (54/110, 49.1%) used the internet daily mostly to watch videos (66/110, 60.0%) or read news or books, etc (42/110, 38.2%). One-third of the participants (36/110, 32.7%) used the internet to play web-based games, and most of them (88/110, 80.0%) had played a video game in the past year. The most favorable gaming platforms were cellular phones (43/88, 49%) followed by computers (19/88, 22%) and arcade cabinets (6/88, 7%). The most favorable game genre was action games (34/145, 23.4%). Those who had a bachelor’s degree or higher scored lower in social interaction than those with a lower education level (<i>P</i>=.03). Those who played video games daily scored higher in the category of story than those who did not play daily (t<sub>86</sub>=2.03, <i>P</i>=.05). The most popular gaming category was autonomy and the least popular categories were violent catharsis and violent reward. Two motives, “social playing” and “evasive playing,” were formed to describe the characteristics of playing video games. CONCLUSIONS Our data showed a high internet utilization rate among people with schizophrenia in Hong Kong. Only a few of them used the internet to search for health-related information. Our study also exemplified the unique habits of gaming among the participants. Health care professionals could utilize video games to engage people with schizophrenia and promote coping with stress and provide social skills training to such people with schizophrenia. Identification of the gaming attitudes can contribute to the development of serious games for the schizophrenic population. Further investigation is vital for the promotion of mental health through web-based platforms.


2019 ◽  
Author(s):  
Hasan Ashkanani ◽  
Rabab Asery ◽  
Fajer Bokubar ◽  
Noor AlAli ◽  
Shahad Mubarak ◽  
...  

BACKGROUND Owing to the revolution in technology, the internet has become an important aspect of people’s lives. Modern technology is enabling people from diverse educational backgrounds to use the internet for several purposes, one of which is health information seeking. Recently, Web-based health information has become more popular among patients all over the world and among the general public. OBJECTIVE This study aimed to investigate the use of Web-based health resources among undergraduate students from different faculties at Kuwait University. METHODS The study employed a cross-sectional design with students selected from 8 faculties of Kuwait University, 4 faculties of Literature and 4 faculties of Science. Data were collected using structured questionnaires, and analysis was done using a chi-square test and binary logistic regression to determine the factors associated with seeking health information on the Web. RESULTS The sample size obtained was 1132 with a response rate of 90.27% (1132/1254). Overall, the prevalence of students seeking Web-based health information was 92.66%. (1049/1132) The most significant factors associated with seeking health information on the Web were age, gender, faculty, year of study, primary source of internet, and level of experience with internet use. In total, 90.0% (325/361) of students who were aged older than 21 years used Web-based health information compared with 82.8% (275/332) of those who were aged 18 years. In addition, female students showed a higher prevalence (829/934, 88.8%) of Web-based health information seeking than males (210/270, 77.8%). Students who majored in faculties of Science were more likely to seek health information than those who majored in faculties of Literature. All the differences found in the study were statistically significant (<italic>P</italic>&lt;.05). CONCLUSIONS The study concluded that many people use the internet for seeking health information. Sociodemographic factors have a significant association with Web-based health information seeking. Therefore, doctors must educate the public about the health information websites that can be trusted.


2007 ◽  
Vol 2007 ◽  
pp. 1-13 ◽  
Author(s):  
Stefano Ferretti ◽  
Marco Roccetti ◽  
Claudio E. Palazzi

We are on the threshold of a mediamorphosis that will revolutionize the way we interact with our TV sets. The combination between interactive digital TV (IDTV) and the Web fosters the development of new interactive multimedia services enjoyable even through a TV screen and a remote control. Yet, several design constraints complicate the deployment of this new pattern of services. Prominent unresolved issues involve macro-problems such as collecting information on the Web based on users' preferences and appropriately presenting retrieved Web contents on the TV screen. To this aim, we propose a system able to dynamically convey contents from the Web to IDTV systems. Our system presents solutions both for personalized Web content search and automatic TV-format adaptation of retrieved documents. As we demonstrate through two case study applications, our system merges the best of IDTV and Web domains spinning the TV mediamorphosis toward the creation of the personal-TV concept.


2020 ◽  
Author(s):  
Imama Ali Naqvi ◽  
Tahani Casameni Montiel ◽  
Yazan Bittar ◽  
Norma Hunter ◽  
Munachi Okpala ◽  
...  

BACKGROUND Web-based interventions have shown promise for chronic disease management, but have not been widely applied to stroke populations. Barriers exist that may inhibit the adoption of web-based interventions in stroke survivors and necessitate informal caregiver involvement. However, limited information is known about internet accessibility and usability in stroke survivors and their caregivers. The purpose was to investigate internet access and usage in stroke survivors and their caregivers. OBJECTIVE To investigate internet access and usage in a cohort of stroke survivors and caregivers of stroke survivors. METHODS A cross-sectional survey of 375 participants (stroke survivors, 248; caregivers, 127). Descriptive statistics were generated through cross-tabulations. Comparisons with categorical data were conducted with the chi-square test, while Mann-Whitney U test was used for comparisons involving ordinal variables. RESULTS Eighty-five percent of the participants reported internet access. Caregivers were more likely than stroke survivors to access the internet X2 (1, N = 375) = 18.5, p < .001 and use text messaging X2 (1, N = 321) = 14.74, p < .001. Stroke survivors and caregivers with internet access were younger than stroke survivors and caregivers without internet access. The highest number of participants who reported internet access were Non-Hispanic Whites. Smart phones were the most common device used to access the Internet. Email was the most common type of internet usage reported. The number of stroke survivors with internet access was higher in survivors more than12 months compared to survivors less than 3 months (p < .001) after the stroke event. The number of hours per week spent using the Internet was higher for caregivers than stroke survivors (p < .001). CONCLUSIONS Future feasibility and acceptability studies should consider the role of the informal caregiver, participant age, race and ethnicity, the use of smartphone applications, email and text correspondence, and the amount of time since the stroke event in the design and implementation of web-based interventions for stroke populations.


10.2196/14865 ◽  
2020 ◽  
Vol 22 (7) ◽  
pp. e14865
Author(s):  
William TH Choi ◽  
Dan KS Yu ◽  
Terry Wong ◽  
Tella Lantta ◽  
Min Yang ◽  
...  

Background Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited. Objective The aim of this study was to explore the habits and attitudes regarding video gaming and information technology usage and their associated factors in people with schizophrenia in Hong Kong. Methods In this cross-sectional survey, service users with schizophrenia were recruited from 6 halfway hostels and 7 integrated centers for mental wellness in Hong Kong. A 79-item self-report questionnaire was utilized to explore the habits of internet use and video gaming in these people with schizophrenia. The attitude toward video gaming was assessed using the Gaming Attitudes, Motivations, and Experiences Scales. Of the 148 individuals in a convenience sample who were invited to participate in this study, 110 willingly participated (a response rate of 74.3%). The data were analyzed using descriptive statistics, a two-tailed independent t test, Pearson correlation, and principal analysis with 3 methods of rotation (varimax, equimax, and promax). Results Most participants (100/110, 90.9%) had access to the internet and half of them (54/110, 49.1%) used the internet daily mostly to watch videos (66/110, 60.0%) or read news or books, etc (42/110, 38.2%). One-third of the participants (36/110, 32.7%) used the internet to play web-based games, and most of them (88/110, 80.0%) had played a video game in the past year. The most favorable gaming platforms were cellular phones (43/88, 49%) followed by computers (19/88, 22%) and arcade cabinets (6/88, 7%). The most favorable game genre was action games (34/145, 23.4%). Those who had a bachelor’s degree or higher scored lower in social interaction than those with a lower education level (P=.03). Those who played video games daily scored higher in the category of story than those who did not play daily (t86=2.03, P=.05). The most popular gaming category was autonomy and the least popular categories were violent catharsis and violent reward. Two motives, “social playing” and “evasive playing,” were formed to describe the characteristics of playing video games. Conclusions Our data showed a high internet utilization rate among people with schizophrenia in Hong Kong. Only a few of them used the internet to search for health-related information. Our study also exemplified the unique habits of gaming among the participants. Health care professionals could utilize video games to engage people with schizophrenia and promote coping with stress and provide social skills training to such people with schizophrenia. Identification of the gaming attitudes can contribute to the development of serious games for the schizophrenic population. Further investigation is vital for the promotion of mental health through web-based platforms.


Author(s):  
Muchammad Ismail Hamzah

In accordance with the technological advances of web-based information delivery via the internet has more value, because the information can be delivered easily, quickly,  spacious and interactive. Because this way, information is simply inserted into the web and within seconds the information can be accessed globally.  Submission of this information has not been used in Ngebruk Islamic Junior High School, Sumberpucung District, Malang Regency. Submission of the information in these schools still use manual way, such as by mail, bulletin boards, or orally. Surely this way less effective and efficient, since it requires a lot of expenses such as the purchase of paper, printing machine and maintenance, ink, and its scope was limited to the scope of the school.To reduce the above problems, the delivery of information in this school need to use web media created with the PHP programming language and MySQL. PHP is a programming language that is used to allow users to process information on the web, while MySQL is the software used to store the information on the web. Once the web is run online, the school entered information to the web, can be accessed via intenet by anyone without the limited space and time


Sign in / Sign up

Export Citation Format

Share Document