Systematic Review on the Impact of Mobile Applications with Augmented Reality to Improve Health
Abstract
:1. Introduction
2. Materials and Methods
- Population: Users of mobile applications designed to improve health through physical exercise.
- Intervention: Mobile applications incorporating augmented reality for the visualization of exercise videos.
- Comparison: Not applicable in this context, as there is no comparison with another intervention.
- Outcome: Evaluation of effectiveness and benefits in terms of physical activity, to improve health.
3. Results
4. Discussion
4.1. Positive Impacts on Physical and Social Health
4.2. Mental Health Benefits
4.3. Motivation and Long-Term Engagement
4.4. Targeted Interventions
4.5. Adolescent Engagement and Virtual Reality
4.6. Social and Environmental Awareness
4.7. Cultural and Contextual Adaptations
4.8. Safety and Accessibility
4.9. Specialized Interventions for Children and Athletes
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
MeSH Terms | Synonyms |
---|---|
Mobile Applications | “Application Mobile” OR “Applications Mobile” OR “Mobile Application” OR “Mobile Apps” OR “App Mobile” OR “Apps Mobile” OR “Mobile App” OR “Portable Software Apps” OR “App Portable Software” OR “Portable Software App” OR “Software App Portable” OR “Portable Software Applications” OR “Application Portable Software” OR “Portable Software Application” OR “Software Application Portable” OR “Smartphone Apps” OR “App Smartphone” OR “Apps Smartphone” OR “Smartphone App” OR “Portable Electronic Apps” OR “App Portable Electronic” OR “Electronic App Portable” OR “Portable Electronic App” OR “Portable Electronic Applications” OR “Application Portable Electronic” OR “Electronic Application Portable” OR “Portable Electronic Application” |
Augmented Reality | “Augmented Realities” OR “Realities Augmented” OR “Reality Augmented” OR “Mixed Reality” OR “Mixed Realities” OR “Realities Mixed” OR “Reality Mixed” |
Physical Fitness | “Fitness Physical” OR “Exercise Therapy” OR “Physical Endurance” OR “Exercise” |
Exercise Therapy | “Remedial Exercise” OR “Exercise Remedial” OR “Exercises Remedial” OR “Remedial Exercises” OR “Therapy Exercise” OR “Exercise Therapies” OR “Therapies Exercise” OR “Rehabilitation Exercise” OR “Exercise Rehabilitation” OR “Exercises Rehabilitation” OR “Rehabilitation Exercises” |
Health Behavior | “Behavior Health” OR “Behaviors Health” OR “Health Behaviors” OR “Health-Related Behavior” OR “Behavior Health-Related” OR “Behaviors Health-Related” OR “Health Related Behavior” OR “Health-Related Behaviors” |
Appendix B
Equation | Database |
---|---|
((TITLE-ABS-KEY (mobile AND applications) OR TITLE-ABS-KEY (“Application Mobile” OR “Applications Mobile” OR “Mobile Application” OR “Mobile Apps” OR “App Mobile” OR “Apps Mobile” OR “Mobile App” OR “Portable Software Apps” OR “App Portable Software” OR “Portable Software App” OR “Software App Portable” OR “Portable Software Applications” OR “Application Portable Software” OR “Portable Software Application” OR “Software Application Portable” OR “Smartphone Apps” OR “App Smartphone” OR “Apps Smartphone” OR “Smartphone App” OR “Portable Electronic Apps” OR “App Portable Electronic” OR “Electronic App Portable” OR “Portable Electronic App” OR “Portable Electronic Applications” OR “Application Portable Electronic” OR “Electronic Application Portable” OR “Portable Electronic Application”))) AND ((TITLE-ABS-KEY (augmented AND reality) OR TITLE-ABS-KEY (“Augmented Realities” OR “Realities Augmented” OR “Reality Augmented” OR “Mixed Reality” OR “Mixed Realities” OR “Realities Mixed” OR “Reality Mixed”))) AND (((TITLE-ABS-KEY (health AND behavior) OR TITLE-ABS-KEY (“Behavior Health” OR “Behaviors Health” OR “Health Behaviors” OR “Health-Related Behavior” OR “Behavior Health-Related” OR “Behaviors Health-Related” OR “Health Related Behavior” OR “Health-Related Behaviors”))) OR ((TITLE-ABS-KEY (exercise AND therapy) OR TITLE-ABS-KEY (“Remedial Exercise” OR “Exercise Remedial” OR “Exercises Remedial” OR “Remedial Exercises” OR “Therapy Exercise” OR “Exercise Therapies” OR “Therapies Exercise” OR “Rehabilitation Exercise” OR “Exercise Rehabilitation” OR “Exercises Rehabilitation” OR “Rehabilitation Exercises”))) OR ((TITLE-ABS-KEY (physical AND fitness) OR TITLE-ABS-KEY (“Fitness Physical” OR “Exercise Therapy” OR “Physical Endurance” OR “Exercise”)))) AND (LIMIT-TO (DOCTYPE, “ar”)) | Scopus |
(((“mobile applications”[MeSH Terms]) OR (“Application Mobile” OR “Applications Mobile” OR “Mobile Application” OR “Mobile Apps” OR “App Mobile” OR “Apps Mobile” OR “Mobile App” OR “Portable Software Apps” OR “App Portable Software” OR “Portable Software App” OR “Software App Portable” OR “Portable Software Applications” OR “Application Portable Software” OR “Portable Software Application” OR “Software Application Portable” OR “Smartphone Apps” OR “App Smartphone” OR “Apps Smartphone” OR “Smartphone App” OR “Portable Electronic Apps” OR “App Portable Electronic” OR “Electronic App Portable” OR “Portable Electronic App” OR “Portable Electronic Applications” OR “Application Portable Electronic” OR “Electronic Application Portable” OR “Portable Electronic Application”)) AND ((“augmented reality”[MeSH Terms]) OR (“Augmented Realities” OR “Realities Augmented” OR “Reality Augmented” OR “Mixed Reality” OR “Mixed Realities” OR “Realities Mixed” OR “Reality Mixed”))) AND ((((“exercise therapy”[MeSH Terms]) OR (“Remedial Exercise” OR “Exercise Remedial” OR “Exercises Remedial” OR “Remedial Exercises” OR “Therapy Exercise” OR “Exercise Therapies” OR “Therapies Exercise” OR “Rehabilitation Exercise” OR “Exercise Rehabilitation” OR “Exercises Rehabilitation” OR “Rehabilitation Exercises”[MeSH Terms])) OR ((“health behavior”[MeSH Terms]) OR (“Behavior Health” OR “Behaviors Health” OR “Health Behaviors” OR “Health-Related Behavior” OR “Behavior Health-Related” OR “Behaviors Health-Related” OR “Health Related Behavior” OR “Health-Related Behaviors”))) OR ((“physical fitness”[MeSH Terms]) OR (“Fitness Physical” OR “Exercise Therapy” OR “Physical Endurance” OR “Exercise”[MeSH Terms]))) | Pubmed |
(#1 AND #2 AND #7) AND (DT==(“ARTICLE”)) #1 TS=(Mobile Applications) OR TS=(“Application Mobile” OR “Applications Mobile” OR “Mobile Application” OR “Mobile Apps” OR “App Mobile” OR “Apps Mobile” OR “Mobile App” OR “Portable Software Apps” OR “App Portable Software” OR “Portable Software App” OR “Software App Portable” OR “Portable Software Applications” OR “Application Portable Software” OR “Portable Software Application” OR “Software Application Portable” OR “Smartphone Apps” OR “App Smartphone” OR “Apps Smartphone” OR “Smartphone App” OR “Portable Electronic Apps” OR “App Portable Electronic” OR “Electronic App Portable” OR “Portable Electronic App” OR “Portable Electronic Applications” OR “Application Portable Electronic” OR “Electronic Application Portable” OR “Portable Electronic Application”) #2 (TS=(Augmented Reality)) OR TS=(“Augmented Realities” OR “Realities Augmented” OR “Reality Augmented” OR “Mixed Reality” OR “Mixed Realities” OR “Realities Mixed” OR “Reality Mixed”) #7 ((TS=(Health Behavior)) OR TS=(“Behavior Health” OR “Behaviors Health” OR “Health Behaviors” OR “Health-Related Behavior” OR “Behavior Health-Related” OR “Behaviors Health-Related” OR “Health Related Behavior” OR “Health-Related Behaviors”) AND (TS=(Exercise Therapy)) OR TS=(“Remedial Exercise” OR “Exercise Remedial” OR “Exercises Remedial” OR “Remedial Exercises” OR “Therapy Exercise” OR “Exercise Therapies” OR “Therapies Exercise” OR “Rehabilitation Exercise” OR “Exercise Rehabilitation” OR “Exercises Rehabilitation” OR “Rehabilitation Exercises”) AND (TS=(Physical Fitness)) OR TS=(“Fitness Physical” OR “Exercise Therapy” OR “Physical Endurance” OR “Exercise”)) | WOS |
#1 MeSH descriptor: [Mobile Applications] explode all trees 1607 #2 MeSH descriptor: [Augmented Reality] explode all trees 80 #3 MeSH descriptor: [Physical Fitness] explode all trees 4482 #4 MeSH descriptor: [Exercise Therapy] explode all trees 19822 #5 MeSH descriptor: [Health Behavior] explode all trees 46852 #6 #1AND#2AND(#3OR#4OR#5) 1 | COCHRANE LIBRARY |
References
- O.P.S./O.M.S. Organización Panamericana de la Salud Actividad Física. Available online: https://www.paho.org/es/temas/actividad-fisica (accessed on 9 January 2024).
- O.M.S. Actividad Física. Available online: https://www.who.int/es/news-room/fact-sheets/detail/physical-activity (accessed on 9 January 2024).
- U.S. Department of Health and Human Services (HHS)—Office of Disease Prevention and Health Promotion Physical Activity Guidelines for Americans. Physical Activity Guidelines for Americans. Available online: https://health.gov/our-work/nutrition-physical-activity/physical-activity-guidelines (accessed on 9 January 2024).
- Escalante, Y. Actividad Física, Ejercicio Físico y Condición Física en El Ámbito de La Salud Pública. Rev. Esp. Salud. Publica 2011, 84, 325–328. [Google Scholar] [CrossRef] [PubMed]
- Casperen, C.J.; Powell, K.E.; Christenson, G.M. Physical Activity, Exercise, and Physical Fitness: Definitions and Distinctions for Health-Related Research. Public Health Rep. 1985, 100, 126. [Google Scholar]
- Vidal Ledo, M.; Lío Alonso, B.; Santiago Garrido, A.; Muñoz Hernández, A.; del Morales Suárez, I.R.; Toledo Fernández, A.M. Realidad Aumentada. Educ. Médica Super. 2017, 31, 1–11. [Google Scholar]
- Ortiz Ortiz, J.L.; Sepúlveda Gómez, A.F. Aplicación Móvil Que Utiliza Realidad Aumentada Para Apoyar El Aprendizaje Del Acondicionamiento Físico En El Gimnasio Bodytech Sede Diverplaza Ubicado En; Universidad Piloto de Colombia: Bogotá, Colombia, 2019. [Google Scholar]
- Romeo, A.; Edney, S.; Plotnikoff, R.; Curtis, R.; Ryan, J.; Sanders, I.; Crozier, A.; Maher, C. Can Smartphone Apps Increase Physical Activity? Systematic Review and Meta-Analysis. J. Med. Internet. Res. 2019, 21, e12053. [Google Scholar] [CrossRef] [PubMed]
- Pradal-Cano, L.; Lozano-Ruiz, C.; Pereyra-Rodríguez, J.J.; Saigí-Rubió, F.; Bach-Faig, A.; Esquius, L.; Xavier Medina, F.; Aguilar-Martínez, A. Using Mobile Applications to Increase Physical Activity: A Systematic Review. Int. J. Environ. Res. Public Health 2020, 17, 8238. [Google Scholar] [CrossRef] [PubMed]
- Aznar Díaz, I.; Cáceres Reche, M.P.; Trujillo Torres, J.M.; Romero Rodríguez, J.M. Impacto de Las Apps Móviles En La Actividad Física: Un Meta-Análisis (Impact of Mobile Apps on Physical Activity: A Meta-Analysis). Retos 2019, 36, 52–57. [Google Scholar] [CrossRef]
- Yip, Y.C.; Yip, K.H.; Tsui, W.K. Young Adults’ Perspectives on the Implications of an Augmented Reality Mobile Game for Communities’ Public Health: A Qualitative Study. Int. J. Public Health 2023, 68, 1605630. [Google Scholar] [CrossRef] [PubMed]
- Watanabe, K.; Kawakami, N.; Imamura, K.; Inoue, A.; Shimazu, A.; Yoshikawa, T.; Hiro, H.; Asai, Y.; Odagiri, Y.; Yoshikawa, E.; et al. Pokémon GO and Psychological Distress, Physical Complaints, and Work Performance among Adult Workers: A Retrospective Cohort Study. Sci. Rep. 2017, 7, 10758. [Google Scholar] [CrossRef] [PubMed]
- Rasche, P.; Schlomann, A.; Mertens, A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017, 5, e7. [Google Scholar] [CrossRef] [PubMed]
- Intawong, K.; Puritat, K. A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical Health. Int. J. Online Biomed. Eng. 2021, 17, 100. [Google Scholar] [CrossRef]
- Farič, N.; Smith, L.; Hon, A.; Potts, H.W.W.; Newby, K.; Steptoe, A.; Fisher, A. A Virtual Reality Exergame to Engage Adolescents in Physical Activity: Mixed Methods Study Describing the Formative Intervention Development Process. J. Med. Internet. Res. 2021, 23, e18161. [Google Scholar] [CrossRef] [PubMed]
- Farič, N.; Potts, H.W.W.; Rowe, S.; Beaty, T.; Hon, A.; Fisher, A. Running App “Zombies, Run!” Users’ Engagement with Physical Activity: A Qualitative Study. Games Health J. 2021, 10, 420–429. [Google Scholar] [CrossRef] [PubMed]
- Escaravajal-Rodríguez, J.C. Pokémon GO y Su Influencia En Usuarios Españoles de Facebook. Apunt. Educ. Física Deportes 2018, 34, 38–49. [Google Scholar] [CrossRef]
- Alturki, R.; Gay, V. The Development of an Arabic Weight-Loss App Akser Waznk: Qualitative Results. JMIR Form. Res. 2019, 3, e11785. [Google Scholar] [CrossRef] [PubMed]
- Barbero, E.M.; Carpenter, D.M.; Maier, J.; Tseng, D.S. Healthcare Encounters for Pokémon Go: Risks and Benefits of Playing. Games Health J. 2018, 7, 157–163. [Google Scholar] [CrossRef] [PubMed]
- Xian, Y.; Xu, H.; Xu, H.; Liang, L.; Hernandez, A.F.; Wang, T.Y.; Peterson, E.D. An Initial Evaluation of the Impact of Pokémon GO on Physical Activity. J. Am. Heart Assoc. 2017, 6, e005341. [Google Scholar] [CrossRef] [PubMed]
- LeBlanc, A.G.; Chaput, J.-P. Pokémon Go: A Game Changer for the Physical Inactivity Crisis? Prev. Med. 2017, 101, 235–237. [Google Scholar] [CrossRef] [PubMed]
- Freeman, B.; Chau, J.; Mihrshahi, S. Why the Public Health Sector Couldn’t Create Pokémon Go. Public Health Res. Pract. 2017, 27, e2731724. [Google Scholar] [CrossRef] [PubMed]
Author | Participant Selection Domain | Exposure Classification Domain | Unmediated Confusion Domain | Predicted Exposure Deviation Domain | Result Classification Domain | Missing Data Domain | General Domain |
---|---|---|---|---|---|---|---|
Yip et al. (2023) [11] | Low risk. Purposive sampling was used but with predefined criteria | Low risk. The intervention was to participate in the Pokémon GO game | Low risk. There were no significant confounders. | Low risk. Exposure was measured directly by game participation | Low risk. The results were based on qualitative interviews | Low risk. There were no missing data | Low risk. It is a qualitative study with a low risk of bias in general. |
Watanabe et al. (2017) [12] | Low risk, it was non- random sampling but with predefined criteria. | Low risk, exposure was measured directly | Low risk, no important confounding factors reported | Low risk, exposure was measured directly | Low risk, results were based on validated self-report scales | No risk, no missing data | Low risk, it is an observational study with low risk of bias in general |
Rasche et al. [13] | Uncertain risk, it was a non-probabilistic open web survey | Low risk, exposure was measured directly by game use | Low risk, no important confounding factors reported | Low risk, exposure was measured directly | Low risk, results were based on validated surveys | No risk, no lost data reported | Uncertain risk given the non-probabilistic open survey design and web recruitment |
Intawong et al. (2021) [14] | Low risk, it was non- random sampling but with predefined criteria. | Low risk of bias. There is no evidence that the inclusion/exclusion criteria led to systematic bias | Low risk of bias. The intervention was clearly defined | Low risk of bias. There are no differences in the measurement of results between the groups | Low risk of bias. There are no significant differences in dropout rates between the groups. | Low risk of bias. The groups were appropriately compared on prognostic factors. | Low risk of bias. The measurement of the results was carried out in the same way for all participants. |
Faric et al. (2021) [15] | Low risk of bias. It appears that there were no selection factors that led to bias | High risk of bias. There was no random assignment of participants | Low risk of bias. The intervention is well defined | Low risk of bias. There seems to be no change in the intervention | Low risk of bias. There do not seem to be differences in the measurement of results | Low risk of bias. There do not appear to be significant differences in dropout rates. | Uncertain risk of bias. Lack of information for some domains |
Farič et al. (2021) [16] | Low risk of bias. Participants were randomly selected from users willing to be interviewed. | Low risk of bias. All participants were exposed to the same “intervention” which was the use of the Zombies app, Run! | Low risk of bias. There do not appear to be unmeasured confounders. | Low risk of bias. The “exposure” was consistent for all participants | Low risk of bias. The results were measured in the same way for everyone through qualitative interviews | Low risk of bias. There do not appear to be significant missing data | Low risk of bias |
Escaravajal -Rodríguez (2018) [17] | Low risk of bias. Participants were randomly selected from users willing to be interviewed. | Low risk of bias. All participants were exposed to the same “intervention” which was the use of the Pokémon GO application | Low risk of bias. There do not appear to be unmeasured confounders. | Low risk of bias. There seems to be no change in the “intervention” | Low risk of bias. The results were measured through qualitative interviews in a consistent manner | Low risk of bias. There do not appear to be significant differences in dropout rates. | Uncertain risk of bias. Lack of information to evaluate some domains |
Alturki et al. (2019) [18] | Low risk of bias. The participants were selected randomly | Low risk of bias. They were all exposed to the same “intervention” | Low risk of bias. There do not appear to be unmeasured confounders. | Low risk of bias. There seems to be no change in the “intervention” | Low risk of bias. Results were measured consistently | Low risk of bias. There do not appear to be significant missing data | Low risk of bias |
Barbero et al. (2018) [19] | Low risk. All Kaiser Permanente Northern California patients who came for consultation for Pokémon GO were included. | Low risk. The exposition was clearly defined (playing Pokémon Go) | Moderate risk. It was not adjusted for socioeconomic determinants that could influence the results | Low risk. Exposure was constant throughout follow-up | Low risk. The results are well defined and classified | Tracking appears complete | Low risk of bias |
Xian et al. (2017) [20] | Low risk. Participants voluntarily self-enrolled in the study and met pre-established selection criteria. There does not appear to be bias in the allocation of participants. | Low risk. Exposure (playing Pokémon GO) was measured directly without ambiguity. All participants were exposed to the same intervention | High risk. It was not statistically adjusted for confounding variables such as socioeconomic level, marital status, place of residence or others that could influence the results. | Low risk. Exposure was consistent for all participants as it was measured before and after the start of the game. | Low risk. The results (daily steps counted by the iPhone app) were measured automatically and objectively without ambiguity. | Low risk. There do not appear to be any missing data or participants excluded from the analyses. The follow-up was complete. | Low risk. The tool used to measure outcomes (iPhone health app) has not been widely validated, but each participant served as their own control |
Ahn, et al. (2024) [21] | Low risk. The study included 303 parent/child pairs recruited from 19 schools and YMCA branches in the metropolitan area of Atlanta, Georgia. Random assignment was balanced between groups. | Low risk. Consistent classification of exposure (participation in the VFB ecosystem) using Fitbit and Actigraph devices to monitor physical activity. | Low risk. Models were adjusted for several factors (accelerometer usage time, child overweight status, sex, race, age, and primary caregiver’s education level). | Low risk. Modifications between cohorts to improve fidelity and acceptance, with consistent effects observed in both groups. | Low risk. Outcomes measured with validated methods (Fitbit, Actigraph) and analyzed with hierarchical mixed linear models to handle data correlation. | Low risk. No significant issues with missing data reported, and appropriate methodologies applied to handle any missing data. | Low risk. Rigorous implementation of methodologies, balanced random assignment, and adequate adjustment for confounding factors indicate a low overall risk of bias. |
Usra et al. (2024) [22] | Low risk. Participants were female athletes from Pencak Silat and Karate, selected based on specific inclusion and exclusion criteria. Randomization was used to allocate them into experimental and control groups. | Low risk. Clear definitions and classifications of exposure were provided, distinguishing between AR and non-AR training programs. | Moderate risk. While some potential confounders were addressed, not all possible confounding variables were explicitly controlled. | Low risk. There was a clear adherence to the planned interventions with no significant deviations reported. | Low risk. Technical performance and physical fitness were measured using standardized and validated instruments. | Low risk. The study accounted for missing data appropriately and maintained sufficient sample size for statistical power. | Low risk. Overall, the study maintains a low risk of bias across domains. |
Study | Sample | Location | Intervention | Findings |
---|---|---|---|---|
Yip et al. [11] | 60 participants, aged 18–25 (average 20.9) | Hong Kong, China (2017) | Playing “Pokémon GO” | Positive impacts on physical and social health. Increased physical activity and social interactions. Risks: game addiction and distractions leading to accidents. |
Xian et al. [20] | 167 participants, aged 18–29 (average 25) | Multinational | Playing “Pokémon GO” | Significant increase in physical activity (2000 additional steps/day). Risks: playing while in moving vehicles. Benefits need risk behaviors to be addressed. |
Watanabe et al. [12] | 2530 participants, aged 18–65 (average 42) | Japan | Playing “Pokémon GO” | Improvement in psychological distress. No significant differences in physical complaints or work performance. Highlights mental health benefits. |
Rasche et al. [13] | 199 participants (age unspecified) | Germany | Playing “Pokémon GO” | Identified motivational aspects influencing game engagement. Emphasizes social interactions for long-term motivation. |
Intawong et al. [14] | 40 participants, aged 18–40 | Chiang Mai University, Thailand | “Camt comic run” AR app | Increased participation and motivation among those with low physical activity levels. No significant improvement for those already meeting activity guidelines. |
Farič et al. [15] | 511 adolescents for quantitative survey; 6423 opened, 5343 completed “Zombies Run” survey | United Kingdom | Virtual reality game prototype | Promising engagement of adolescents in physical activity. Further development and testing needed. |
Farič et al. [16] | 30 participants, aged 16–71 | Multinational | Prolonged use of “Zombies Run” | Effective in engaging physical activity through narrative. Potential to promote healthy behaviors through engaging narratives. |
Escaravajal-Rodríguez et al. [17] | 714 participants, aged 16–56 (average 24.86) | Spain | Surveys of “Pokémon GO” users | Positive role in promoting physical activity, social relationships, and environmental awareness. |
Alturki et al. [18] | 26 participants, aged 16–71 (average 33.1) | Saudi Arabia | “Akser Waznk” app trial | Potential to change unhealthy behaviors in Saudi community. Emphasizes need for culturally tailored interventions. |
Barbero et al. [19] | 394 participants, median age 27 (range 17–42) | Kaiser Permanente Northern California | Playing “Pokémon GO” | Comparable risks to other mild to moderate physical activities. Potential to reach sedentary populations. |
Ahn et al. (2024) [21] | 303 parent/child pairs (children aged 6–11, mean age 8.1) | Atlanta, Georgia | “Virtual Fit Buddy” ecosystem | Reduced sedentary behavior and increased light-intensity physical activity, especially in less active children and those owning a dog. |
Usra et al. (2024) [22] | 60 female athletes (Pencak Silat and Karate) | Sriwijaya University, Indonesia | AR training program | Significant improvements in physical fitness and technical performance, outperforming traditional training methods. |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Piqueras-Sola, B.; Cortés-Martín, J.; Rodríguez-Blanque, R.; Menor-Rodríguez, M.J.; Mellado-García, E.; Merino Lobato, C.; Sánchez-García, J.C. Systematic Review on the Impact of Mobile Applications with Augmented Reality to Improve Health. Bioengineering 2024, 11, 622. https://doi.org/10.3390/bioengineering11060622
Piqueras-Sola B, Cortés-Martín J, Rodríguez-Blanque R, Menor-Rodríguez MJ, Mellado-García E, Merino Lobato C, Sánchez-García JC. Systematic Review on the Impact of Mobile Applications with Augmented Reality to Improve Health. Bioengineering. 2024; 11(6):622. https://doi.org/10.3390/bioengineering11060622
Chicago/Turabian StylePiqueras-Sola, Beatriz, Jonathan Cortés-Martín, Raquel Rodríguez-Blanque, María José Menor-Rodríguez, Elena Mellado-García, Carolina Merino Lobato, and Juan Carlos Sánchez-García. 2024. "Systematic Review on the Impact of Mobile Applications with Augmented Reality to Improve Health" Bioengineering 11, no. 6: 622. https://doi.org/10.3390/bioengineering11060622
APA StylePiqueras-Sola, B., Cortés-Martín, J., Rodríguez-Blanque, R., Menor-Rodríguez, M. J., Mellado-García, E., Merino Lobato, C., & Sánchez-García, J. C. (2024). Systematic Review on the Impact of Mobile Applications with Augmented Reality to Improve Health. Bioengineering, 11(6), 622. https://doi.org/10.3390/bioengineering11060622