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This study addresses the burgeoning global shortage of healthcare workers and the consequential overburdening of medical professionals, a challenge that is anticipated to intensify by 2030 [1]. It explores the adoption and perceptions of AI-powered mobile medical applications (MMAs) by physicians in the Netherlands, investigating whether doctors discuss or recommend these applications to patients and the frequency of their use in clinical practice. The research reveals a cautious but growing acceptance of MMAs among healthcare providers. Medical mobile applications, with a substantial part of IA-driven applications, are being recognized for their potential to alleviate workload. The findings suggest an emergent trust in AI-driven health technologies, underscored by recommendations from peers, yet tempered by concerns over data security and patient mental health, indicating a need for ongoing assessment and validation of these applications
Local online retail platforms (LORPs) are gaining popularity as digital channels that can increase physical retail agglomerations’ attractiveness and viability by stimulating online sales and consumer footfall. However, insights are needed to enrich academic understanding and guide practitioners in their decision-making process regarding use and optimization of these platforms for boosting retail agglomeration vitality. Drawing on uses and gratifications theory, an online survey of 442 Dutch consumers revealed that positive attitudes toward browsing LORPs induced both online purchase and offline visit intentions. Interestingly, despite LORPs' local focus, non-place-specific motives more substantially impacted positive browsing-related attitudes toward LORPs than place-specific ones.
Background: Due to demographic transitions and budget restraints, it is now necessary to search for comprehensive new strategies, in order to constitute a sustainable healthcare system. Recently, various online care platforms for community-dwelling older adults were introduced in several European countries. These platforms have aimed at solidifying social cohesion in the community, so as to support the older adults in coordinating or managing their care and to enhance the self-reliance of these older adults. Consequently, these platforms might contribute to a more sustainable healthcare system. The main research question of this study was twofold: Which online care platforms for older adults are available in the Netherlands and what are their characteristics? Methods: The researchers have performed a scoping review of the online care platforms in the Netherlands, according to the six steps of Arksey & O’Malley (2005), which were as follows: (1) Identifying the research question; (2) Identifying any relevant studies; (3) Selecting the studies; (4) Charting the data; (5) Collating, summarising and reporting on the results; together with (6) consultations with the relevant stakeholders. The study searched for evidence in online scientific databases (Phase 1) and on the Internet (Phase 2). The relevant studies that were published between February 2012 and October 2017 were included. Results: The review resulted in an overview of 21 care platforms, for which 3 types were identified: (1) Community Care Platforms; (2) Care Network Platforms; and (3) System Integrator Platforms. Conclusion: This typology of platforms can guide users – for instance, older adults, care professionals, informal caregivers and municipalities, in choosing a suitable care platform, i.e. the typology gives users insight into the functionalities, goals and target groups which allows them to choose a platform that matches their needs. As far as the authors know, no studies have previously reported on the effects of the online care platforms for older adults in the Netherlands, so further research is required on their impacts and on their benefits.
i-DEMO aims at supporting EU tourism professionals in acquiring and developing key competences in game-based tourism in order to foster innovation and improve overall tourism organizations’ performance by: enhancing specific skills and competences in game-based tourism; designing an i-DEMO course "Game-based Tourism"; creating an i-DEMO toolkit to apply gamification to tourism; enhancing the application and replicability potential of innovative game-based solutions.Societal IssueThe tourism and hospitality industry has rapidly evolved with technological advancements, especially through ICT and the rise of the sharing economy. Digital platforms, social media, and mobile technologies have popularized gamification in tourism, creating engaging experiences and enhancing consumer loyalty. Gamification immerses tourists in simulated travel worlds, improving satisfaction, behavior, and involvement. Benefits include increased visitor engagement, loyalty, improved marketing, and support for sustainable tourism. However, despite its potential, gamification adoption remains limited in tourism. To address this, initiatives like i-DEMO aim to enhance skills and competences, improving employability in the evolving tourism market.Benefit to societyThe benefits that gamification can offer in the travel and tourism industry are: 1: More Engaged Visitors: we must not underestimate the immersion level that games can offer to travelers; 2: Increased Visitor Loyalty: when somebody is truly satisfied with their experience, they are much more likely to come back; 3: Improved Marketing for Hospitality and Tourism: tourism and hospitality have been the biggest ones impacted by all of the lockdown restrictions; consequently they are using all kinds of marketing methods to motivate people to start travelling; 4: Sustainability: gamification could help promote more environmentally, socially and culturally sustainable forms of tourism, supporting the twin green and digital transition.