Website: Apps: Android app, Apple iOS How do people use Among Us? As such, ‘private mode’ is recommended for younger players, ideally with parental supervision. Like any game with a public chat function and a co-mingled environment, potential risks arise when adult strangers interact with children online. Additional customisations are available via in-app purchasing.Ī person who indicates they are under the age of 13 requires parental permission to activate their account, but there is no age-verification as part of the sign-up process. Registered players can also choose their display name. Access to free text requires registering for an account. You can play Among Us as a ‘guest’ without an account, but this limits your interactions with other players to Quick-Chat Mode – a catalogue of pre-configured responses you can use to discuss the game. Private mode allows hosts to invite their friends online to set up a game, while public mode allows hosts to play with others from around the world. Games require a minimum of four players and can be set to either ‘private’ or ‘public’ mode. Hosts can kick or ban players from games via the lobby screen. The person with the most votes is kicked out of the game.Ībuse and inappropriate behaviour in chats can be reported via the chat interface. In these meetings, players deliberate on who they think the imposter is via chat. Throughout the game, crewmates can vote on who they believe the imposter is via an ‘emergency meeting’. Crewmates try to accomplish their tasks, while imposters try to sabotage these missions and murder other crewmates. Based on teamwork and betrayal, players are either ‘crewmates’ or ‘imposters’. doi: 10.4061/2011/924945.Among Us is a cartoon-like strategy game that can be played on a variety of PC, mobile and console devices. Kokkinos P, Sheriff H, Kheirbek R, Kokkinos P, Sheriff H, Kheirbek R. Prevalence, expenditures, and complications of multiple chronic conditions in the elderly. Epidemiology of multimorbidity and implications for health care, research, and medical education: a cross-sectional study. doi: 10.1186/s1291-2.īarnett K, Mercer SW, Norbury M, Watt G, Wyke S, Guthrie B. Multimorbidity, health care utilization and costs in an elderly community-dwelling population: a claims data based observational study. Health reform and healthy people initiative. Originally published in JMIR Mhealth and Uhealth (). ©Rebecca Robbins, Paul Krebs, Ram Jagannathan, Girardin Jean-Louis, Dustin T Duncan. Results from this study suggest that individuals with poor self-reported health and low rates of physical activity, arguably those who stand to benefit most from health apps, were least likely to report download and use these health tools.Ĭhronic disease smartphone telemedicine. All logistic regression results controlled for age, sex, and race or ethnicity. Similarly, compared with individuals who report never or rarely engaging in physical activity, health app download was more likely among those who report exercise 1 day per week (OR 2.47, 95% CI 1.6-3.83, P<.001), 2 days per week (OR 4.77, 95% CI 3.27-6.94, P<.001), 3 to 4 days per week (OR 5.00, 95% CI 3.52-7.10, P<.001), and 5 to 7 days per week (OR 4.64, 95% CI 3.11-6.92, P<.001). Compared with individuals with poor health, health app download was more likely among those with self-reported very good health (odds ratio 3.80, 95% CI 2.38-6.09, P<.001) and excellent health (OR 4.77, 95% CI 2.70-8.42, P<.001). Results of the logistic regression did not indicate a significant difference in health app download between individuals with and without chronic conditions (P>.05). This study examined health app use, reason for download, and perceived efficacy by chronic condition.Īmong participants, having between 1 and 5 apps was reported by 38.9% (314/807) of respondents without a condition and by 6.6% (24/364) of respondents with hypertension. The objective of this study was to explore behaviors and perceptions about mobile phone-based apps for health among individuals with chronic conditions.ĭata were collected from a national cross-sectional survey of 1604 mobile phone users in the United States that assessed mHealth use, beliefs, and preferences. Mobile apps hold promise for serving as a lifestyle intervention in public health to promote wellness and attenuate chronic conditions, yet little is known about how individuals with chronic illness use or perceive mobile apps.
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