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Developing and Integrating Digital Sources in an Accessible and Sustainable Online Platform for Adolescents and Young Adult Cancer Survivors: Collaborative Design Approach

Developing and Integrating Digital Sources in an Accessible and Sustainable Online Platform for Adolescents and Young Adult Cancer Survivors: Collaborative Design Approach

Results of 2 conducted questionnaires were analyzed to understand the online wishes and needs among adolescent and young adult cancer survivors and the perspective of HCPs on this matter [33]. adolescent and young adult cancer survivors were invited via an online community, newsletters of the Nederlandse Federatie van Kankerpatiëntenorganisaties (NFK; Dutch Federation of Cancer Patient Organizations) and social media platforms and participants of the health-related quality of life and late effects among SURVivors

Carla Vlooswijk, Sophia HE Sleeman, Jonas Pluis, Daphne Bakker, Lisanne de Groot, Eveliene Manten, Peter Heine, Olga Husson, Mies C van Eenbergen, Pieter Vandekerckhove

JMIR Form Res 2025;9:e60897

A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis

A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis

The target dose was consistent with a previous large telerehabilitation study that showed significant improvements in upper-limb impairment (42 h [29]). In contrast, training in this program was not limited to one body area [30-32] and could be achieved with multiple effectors (ie, upper-limb, hand, trunk, and lower-limb). Training dose was delivered via synchronous telerehabilitation and asynchronous training (Table 2).

Spencer A Arbuckle, Anna Sophie Knill, Michelle H Chan-Cortés, Gabriela Rozanski, Anastasia Elena Ford, Louis T Derungs, John W Krakauer, Naveed Ejaz, David Putrino, Jenna Tosto-Mancuso, Meret Branscheidt

JMIR Serious Games 2025;13:e69335