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Health Care Workers’ Experience With a Psychological Self-Monitoring App During the COVID-19 Pandemic: Mixed Methods Study

Health Care Workers’ Experience With a Psychological Self-Monitoring App During the COVID-19 Pandemic: Mixed Methods Study

Feeling it aligned with their internal state, they considered the psychological self-monitoring app reflected their experience: [The distress warning] didn’t surprise me because I know myself well and I’m really familiar with mental health problems, so I was able to see what was going on. It just echoes something I was feeling, but having an external message perhaps helped me to confirm that feeling a bit.

Lydia Khaldoun, Francois Bellemare, Christine Genest, Nicolas Bergeron, Steve Geoffrion

JMIR Mhealth Uhealth 2025;13:e70412

Collecting at-Home Biometric Measures for Longitudinal Research From the i3C: Feasibility and Acceptability Study

Collecting at-Home Biometric Measures for Longitudinal Research From the i3C: Feasibility and Acceptability Study

Participants were given some familiarity with the Breezing device during their in-clinic visit, so participants may have felt more comfortable with this device at home than would be the case in a truly remote visit where the participants would only have the study materials provided. Our study demonstrated that a virtual home clinic is reasonably feasible and acceptable for remote assessments in longitudinal studies.

Marta Russell, Erin Cain, Lydia Bazzano, Ileana De Anda, Jessica G Woo, Elaine M Urbina

JMIR Hum Factors 2025;12:e71103

Perceptions Toward an Attentional Bias Modification Mobile Game Among Individuals With Low Socioeconomic Status Who Smoke: Qualitative Study

Perceptions Toward an Attentional Bias Modification Mobile Game Among Individuals With Low Socioeconomic Status Who Smoke: Qualitative Study

I think [the game] would have to be fun, but … not stressful either, because … I think a lot of times when some people play games, they want to smoke cause sometimes it can be a little bit stressful or boring, so it’d definitely have to be … very engaging and fun to actually want to play it and use that, and actually help. Past experiences and attitudes toward mobile gaming, both positive and negative, affected participants’ perceptions of the game.

Michael Wakeman, Lydia Tesfaye, Gunnar Baskin, Tim Gregory, Greg Gruse, Erin Leahy, Brandon Kendrick, Sherine El-Toukhy

JMIR Serious Games 2025;13:e59515