| Literature DB >> 35757619 |
Yue Wang1, Zhao Wang1, Guoqing Liu1, Zhangyi Wang1, Qinglong Wang2, Yishan Yan1, Jing Wang1, Yue Zhu1, Weijie Gao3, Xiangling Kan4, Zhiguo Zhang1, Lixia Jia4, Xiaoli Pang3.
Abstract
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.Entities:
Keywords: bibliometric analysis; education; health care; rehabilitation; scoping review; serious games
Mesh:
Year: 2022 PMID: 35757619 PMCID: PMC9231462 DOI: 10.3389/fpubh.2022.896974
Source DB: PubMed Journal: Front Public Health ISSN: 2296-2565
Figure 1Flow diagram of study selection.
Characteristics of eligible scoping review articles.
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|---|---|---|
| Countries of articles contributed | ||
| United States | 218 | 27.4 |
| Netherlands | 82 | 10.3 |
| England | 80 | 10.1 |
| Canada | 79 | 9.9 |
| Spain | 70 | 8.8 |
| Germany | 49 | 6.2 |
| Australia | 47 | 5.9 |
| Switzerland | 41 | 5.2 |
| France | 37 | 4.7 |
| Brazil | 36 | 4.5 |
| Categories of articles | ||
| Health care sciences services | 165 | 20.8 |
| Medical Informatics | 164 | 20.6 |
| Public environmental occupational health | 118 | 14.8 |
| Neurosciences | 87 | 10.9 |
| sRehabilitation | 62 | 7.8 |
| Psychiatry | 58 | 7.3 |
| Computer science information systems | 45 | 5.7 |
| Pediatrics | 43 | 5.4 |
| Geriatrics gerontology | 42 | 5.3 |
| Computer science interdisciplinary applications | 41 | 5.2 |
| Age groups | ||
| Children | 143 | 18.0 |
| Youth | 110 | 13.8 |
| The elderly | 87 | 10.9 |
| Adolescents | 72 | 9.1 |
| Adults | 27 | 3.4 |
| Disease | ||
| Alzheimer's disease/Dementia/Cognitive Impairment | 37 | 4.7 |
| Mental illness | 37 | 4.7 |
| Stroke/Hemiplegia | 31 | 3.9 |
| Obesity/Overweight | 21 | 2.6 |
| Cancer/Tumor | 18 | 2.3 |
| Anxiety/Depression | 16 | 2.0 |
| Chronic disease | 15 | 1.9 |
| Diabetes | 14 | 1.8 |
| Pain | 12 | 1.5 |
| Multiple sclerosis | 12 | 1.5 |
As the authors of an article may involve different countries and the types of an article may belong to multiple types, the column may not be equal to the total number of 795, and only the top 10 are shown in the table.
We just listed the “age groups” and “disease” which were with more research literature.
Figure 2The annual articles output.
Figure 3Author collaboration network.
The top 10 influential authors.
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|---|---|---|---|---|
| 1 | Baranowski T | 2009 | 103 | 0.16 |
| 2 | Kato PM | 2007 | 73 | 0.08 |
| 3 | Desmet A | 2016 | 58 | 0.05 |
| 4 | Graafland M | 2015 | 57 | 0.02 |
| 5 | Ryan RM | 2010 | 52 | 0.08 |
| 6 | Bandura A | 2000 | 50 | 0.13 |
| 7 | Anguera JA | 2014 | 45 | 0.04 |
| 8 | Green CS | 2012 | 41 | 0.07 |
| 9 | Cohen J | 2010 | 38 | 0.03 |
| 10 | Primack BA | 2015 | 36 | 0.02 |
Figure 4Countries' collaboration network.
The top 10 cited journals.
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|---|---|---|---|---|
| 1 |
| 268 | 0.01 | 3.240 |
| 2 |
| 209 | 0.01 | 3.204 |
| 3 |
| 197 | 0.02 | 5.428 |
| 4 |
| 158 | 0.07 | 6.829 |
| 5 |
| 155 | 0.01 | 4.143 |
| 6 |
| 155 | 0.07 | 7.125 |
| 7 |
| 135 | 0.08 | 5.043 |
| 8 |
| 134 | 0.08 | 56.274 |
| 9 |
| 125 | 0.01 | 79.323 |
| 10 |
| 123 | 0.06 | 3.966 |
The top 10 cited articles.
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| 1 | A meta-analysis of serious digital games for healthy lifestyle promotion | 2014 | 27 | 8.61 | 0.06 |
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| 2 | A systematic review of serious games in training health care professionals | 2016 | 21 | 7.32 | 0.02 |
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| 3 | video game training enhances cognitive control in older adults | 2013 | 20 | 6.07 | 0.07 |
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| 4 | Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis | 2016 | 19 | 3.43 | 0.14 |
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| 5 | A systematic review of serious games in medical education: quality of evidence and pedagogical strategy | 2018 | 18 | 6.38 | 0.01 |
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| 6 | Serious gaming and gamification education in H health professions: systematic review | 2019 | 16 | 5.76 | 0.01 |
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| 7 | Games for health for children—current status and needed research | 2016 | 15 | 4.03 | 0.01 |
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| 8 | The benefits of playing video games | 2014 | 15 | 5.73 | 0.01 |
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| 9 | A systematic literature review of empirical evidence on computer games and serious games(effect) | 2012 | 15 | 6.45 | 0.00 |
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| 10 | Serious games for mental health: are they accessible, feasible, and effective? A systematic review and meta-analysis | 2017 | 14 | 4.93 | 0.01 | Frontiers |
The top 20 keywords of the co-occurrence frequency.
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|---|---|---|---|
| 1 | Video game | 98 | 0.07 |
| 2 | Health | 88 | 0.08 |
| 3 | Children | 87 | 0.22 |
| 4 | Virtual reality | 69 | 0.07 |
| 5 | Physical activity | 69 | 0.14 |
| 6 | Adolescent | 65 | 0.10 |
| 7 | Intervention | 63 | 0.03 |
| 8 | Performance | 58 | 0.09 |
| 9 | Rehabilitation | 51 | 0.05 |
| 10 | Serious game | 51 | 0.00 |
| 11 | Older adult | 47 | 0.07 |
| 12 | Education | 45 | 0.08 |
| 13 | Meta analysis | 41 | 0.05 |
| 14 | Exercise | 40 | 0.10 |
| 15 | Technology | 37 | 0.03 |
| 16 | Game | 37 | 0.04 |
| 17 | Adult | 36 | 0.12 |
| 18 | Care | 35 | 0.05 |
| 19 | Simulation | 35 | 0.03 |
| 20 | Design | 34 | 0.06 |
Figure 5Keywords co-occurrence network.