Frontiers in Public Health | |
Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis | |
article | |
Yue Zhu1  Weijie Gao2  Xiangling Kan3  Zhiguo Zhang1  Lixia Jia3  Xiaoli Pang2  Yue Wang1  Zhao Wang1  Guoqing Liu1  Zhangyi Wang1  Qinglong Wang4  Yishan Yan1  Jing Wang1  | |
[1] The School of Graduate, Tianjin University of Traditional Chinese Medicine;The School of Nursing, Tianjin University of Traditional Chinese Medicine;Dean's Office, Tianjin University of Traditional Chinese Medicine;Nursing Department, Tianjin Medical University Chu Hisen-I Memorial Hospital | |
关键词: serious games; health care; rehabilitation; education; bibliometric analysis; scoping review; | |
DOI : 10.3389/fpubh.2022.896974 | |
学科分类:社会科学、人文和艺术(综合) | |
来源: Frontiers | |
【 摘 要 】
Background Serious games (SGs) as one kind of intervention that can improve the level of knowledge and change behavior to affect health outcomes has been increasingly applied in health care. Objective Analyze hotspots and trends of the application of SGs in health care and provide reference and direction for further research in the future. Methods The Web of Science (WoS) Core Collection database was used for extracting the literature on SGs in health care for the period from the database established to 11 October, 2021. Scoping review and bibliometric analysis were used to deeply analyze and visualize countries, categories of studies, annual study output, cited authors, cited journals, cited articles, and keywords of healthcare field. Results A total of 1,322 articles were retrieved, then every articles' title and abstract were read one by one, and 795 articles were included after screening with an exponential increase in publication volume. The United States of America made the greatest contribution to global publications regarding SGs in health care. From the total, 20.8% of articles fall under the category of health care sciences services. The target groups were mainly concentrated in children (18.0%), youth (13.8%), the elderly (10.9%), adolescents (9.1%), and adults (3.4%). Baranowski T ( n = 103 citations) is the most influential author, followed by Kato PM ( n = 73 citations) and Desmet A ( n = 58 citations). The top three cited journals were “ Plos One ” ( n = 268 citations), “ Games for Health Journal ” ( n = 209 citations), and “ Journal of Medical Internet Research ” ( n = 197 citations), and the top three cited articles were “A meta-analysis of serious digital games for healthy lifestyle promotion,” “A Systematic Review of Serious Games in Training Health Care Professionals,” and “Video game training enhances cognitive control in older adults.” More and more studies focus on specific age groups, such as children, adolescents, and the elderly. The research hotspots and trends included “rehabilitation,” “medical education,” and “design.” Conclusions The application of SGs in health care remains important areas for future research. “Rehabilitation,” “medical education,” and “design” reflected the latest research hotpots and future trends.
【 授权许可】
CC BY
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