| Literature DB >> 27853384 |
Megan E Rollo1, Elroy J Aguiar2, Rebecca L Williams1, Katie Wynne3, Michelle Kriss3, Robin Callister4, Clare E Collins1.
Abstract
Diabetes is a chronic, complex condition requiring sound knowledge and self-management skills to optimize glycemic control and health outcomes. Dietary intake and physical activity are key diabetes self-management (DSM) behaviors that require tailored education and support. Electronic health (eHealth) technologies have a demonstrated potential for assisting individuals with DSM behaviors. This review provides examples of technologies used to support nutrition and physical activity behaviors in the context of DSM. Technologies covered include those widely used for DSM, such as web-based programs and mobile phone and smartphone applications. In addition, examples of novel tools such as virtual and augmented reality, video games, computer vision for dietary carbohydrate monitoring, and wearable devices are provided. The challenges to, and facilitators for, the use of eHealth technologies in DSM are discussed. Strategies to support the implementation of eHealth technologies within practice and suggestions for future research to enhance nutrition and physical activity behaviors as a part of broader DSM are provided.Entities:
Keywords: diabetes self-management; eHealth; nutrition; physical activity; smartphones; wearables
Year: 2016 PMID: 27853384 PMCID: PMC5104301 DOI: 10.2147/DMSO.S95247
Source DB: PubMed Journal: Diabetes Metab Syndr Obes ISSN: 1178-7007 Impact factor: 3.168
Advantages and disadvantages of eHealth technologies
| Technology | Advantages | Disadvantages |
|---|---|---|
| Mobile phones and smartphones | ||
| Text messages | Broad reach due to ubiquitous use of cell/mobile phones and smartphones and ability to be sent across multiple operating systems | Character count (n=160) per message limits detailed messages (although multiple messages can be sent) |
| Applications (apps) | Portability of smartphones and associated mobile devices allows immediate access to apps | If using a third-party app, no control over the timing or type of content and/or feature changes |
| Web-based programs | Flexibility in the content and features including capability for multimedia content and peer and health professional support | Requires Internet connection with most having limited or no offline capacity |
| Video games | Most commonly used for promoting exercise | Requires specific technology (eg, video game console) |
| Virtual reality | Simulation of real-world scenarios can be used to deliver information and train patients in self-management behaviors providing an immersive, yet controlled environment to rehearse behaviors | Requires specific technology (eg, headset) |
| Augmented reality | Provides information to support decision making in the context of real-life situations | Virtual content tends to be built for specific situations; therefore, the use may be limited to selected environments |
| Wearable technologies | Conveniently located and immediate feedback on behaviors (eg, step/day) | Battery life can vary between devices |
Abbreviations: API, application programming interface; eHealth, electronic health.