| Literature DB >> 36238751 |
Jie Zhao1, Jie Mao1, Jing Tan1.
Abstract
Objective: Extended reality technologies (e.g. virtual reality (VR), augmented reality (AR) and mixed reality (MR)) are gaining popularity in sports owing to their unique advantages. This study aims to analyse the progress of the application of extended reality technology in sports and reveal its cooperative features, research hotspots and development trends.Entities:
Keywords: Extended reality; augmented reality; bibliometric analysis; mixed reality; sports; trend; virtual reality; visualised analysis
Year: 2022 PMID: 36238751 PMCID: PMC9551336 DOI: 10.1177/20552076221131141
Source DB: PubMed Journal: Digit Health ISSN: 2055-2076
Figure 1.Flowchart of search and study selection.
Figure 2.Number of publications by year.
Figure 3.The relationship between the cumulative number of articles published and year since 2000.
Top 20 most prolific journals on the topic of extended reality research in sports.
| No. | Journals | IF (2020) | IF (2021) | Articles, n (%) | Cumulative percentage |
|---|---|---|---|---|---|
| 1 |
| 3.634 | 5.095 | 10 (2.84) | 2.84 |
| 2 |
| 2.74 | 3.24 | 8 (2.35) | 5.29 |
| 3 |
| N/A | 2.99 | 7 (2.06) | 7.35 |
| 4 |
| 1.161 | 1.525 | 7 (2.06) | 9.41 |
| 5 |
| 3.275 | 3.576 | 7 (2.06) | 11.47 |
| 6 |
| N/A | N/A | 6 (1.76) | 13.24 |
| 7 |
| 3.526 | 4.143 | 6 (1.76) | 15.00 |
| 8 |
| 2.597 | 3.337 | 6 (1.76) | 16.76 |
| 9 |
| 2.576 | 3.251 | 6 (1.76) | 18.53 |
| 10 |
| 4.8 | 6.592 | 5 (1.47) | 20.00 |
| 11 |
| N/A | N/A | 5 (1.47) | 21.47 |
| 12 |
| 2.096 | 2.161 | 5 (1.47) | 22.94 |
| 13 |
| 4.558 | 4.579 | 5 (1.47) | 24.41 |
| 14 |
| 1.009 | 1.305 | 5 (1.47) | 25.88 |
| 15 |
| 2.313 | 2.757 | 5 (1.47) | 27.35 |
| 16 |
| N/A | N/A | 5 (1.47) | 28.82 |
| 17 |
| 3.998 | 4.379 | 5 (1.47) | 30.29 |
| 18 |
| 5.034 | 5.428 | 4 (1.18) | 31.47 |
| 19 |
| 1.351 | 1.936 | 4 (1.18) | 32.65 |
| 20 |
| 3.745 | 3.367 | 4 (1.18) | 33.82 |
IF: impact factor; N/A: not applicable.
Top seven authors on the topic of extended reality research in sports.
| Author name | ORCID | Recs[ | Percentage[ | Type of extended reality | Main affiliation | Country |
|---|---|---|---|---|---|---|
| Kerstin Witte | 0000-0001-8711-9335 | 7 | 2.06 | VR(N = 7) | Sports Engineering & Movement Science Otto von Guericke University: Magdeburg | Germany |
| Benoît Bideau | N/A | 6 | 1.76 | VR(N = 6) | (Movement, Sport, Health) Laboratory at the University of Rennes | French |
| Richard Kulpa | 0000-0002-1863-8921 | 6 | 1.76 | VR(N = 6) | Inria Centre de Recherche Rennes Bretagne Atlantique, M2S Lab – University of Rennes 2 | French |
| Petri Katharina | 0000-0002-8099-9285 | 6 | 1.76 | VR(N = 6) | Deutsche Vereinigung für Sportwissenschaft, Otto von Guericke University Magdeburg | Germany |
| Abi Fisher | 0000-0001-9284-6780 | 5 | 1.47 | VR(N = 4)/ AR(N = 1) | University College London, London | The United Kingdom |
| Adrian Hon | 0000-0003-1658-5069 | 5 | 1.47 | VR(N = 4)/ AR(N = 1) | Six to Start, London | The United Kingdom |
| Henry W W Potts | 0000-0002-6200-8804 | 5 | 1.47 | VR(N = 4)/ AR(N = 1) | Institute of Health Informatics, University College London, London | The United Kingdom |
Number of author publications.
Percentage of papers published by the author.
AR: augmented reality; N: number of articles; N/A: not applicable; ORCID: Open Researcher and Contributor ID; VR: virtual reality.
Figure 4.The degree of author collaboration by year.
Top 10 institutions on the topic of extended reality research in sports.
| Institutional | Recs[ | Publication (%) | Cumulative percentage | TLCS | TGCS | AGCS |
|---|---|---|---|---|---|---|
| Queen's University Belfast | 8 | 2.35 | 2.35 | 53 | 258 | 32.25 |
| Kyung Hee University | 7 | 2.06 | 4.41 | 2 | 25 | 3.57 |
| Otto von Guericke University | 6 | 1.76 | 6.18 | 6 | 14 | 2.33 |
| Northeastern University | 5 | 1.47 | 7.65 | 1 | 56 | 11.20 |
| University College London | 5 | 1.47 | 9.12 | 0 | 32 | 6.40 |
| University of Exeter | 5 | 1.47 | 10.59 | 2 | 18 | 3.60 |
| University of Granada | 5 | 1.47 | 12.06 | 0 | 23 | 4.60 |
| Anglia Ruskin University | 4 | 1.18 | 13.24 | 0 | 32 | 8.00 |
| McGill University | 4 | 1.18 | 14.41 | 0 | 28 | 7.00 |
| Nanyang Technological University | 4 | 1.18 | 15.59 | 0 | 68 | 17.00 |
Number of published papers.
AGCS: average global citation score; TGCS: total global citation score; TLCS: total local citation score.
Figure 5.Cooperation network diagram of institutions related to sports extended reality.
Top 10 countries on the topic of extended reality research in sports.
| Country | Recs[ | TLCS | TGCS | ALCS | AGCS |
|---|---|---|---|---|---|
| People's Republic of China | 67 | 2 | 396 | 0.03 | 5.51 |
| The United States | 54 | 39 | 1097 | 0.72 | 20.31 |
| The United Kingdom | 33 | 65 | 476 | 1.97 | 7.32 |
| France | 30 | 22 | 688 | 0.73 | 22.93 |
| Australia | 22 | 20 | 147 | 0.91 | 6.68 |
| Germany | 19 | 60 | 455 | 3.16 | 23.95 |
| South Korea | 19 | 10 | 73 | 0.53 | 3.84 |
| Spain | 16 | 2 | 68 | 0.13 | 3.63 |
| Canada | 15 | 12 | 281 | 0.80 | 18.73 |
| Switzerland | 13 | 4 | 135 | 0.31 | 10.38 |
Number of published papers.
AGCS: average global citation score; ALCS: average local citation score; TGCS: total global citation score; TLCS: total local citation score.
Figure 6.Cooperation network diagram of country related to sports extended reality.
Figure 7.Burst bar chart for the top 20 keywords.
Seven clusters of sports extended reality research.
| Cluster | Number of keywords | Cluster name | Keywords |
|---|---|---|---|
| 1 | 4 | Adolescent physical activity | leisure activities; adolescent; exercise; health |
| 2 | 12 | Virtual equipment, sports games, sports psychology and biomechanics | virtual reality; behavior; human–computer interaction; e-sport; eye-tracking; sports psychology; sports biomechanics; sports games; virtual environment; real-time systems; artificial intelligence |
| 3 | 9 | Physical education, sports training and rehabilitation | physical education; technology; rehabilitation; sport simulation; visualization; skill acquisition; sport training; sports; television |
| 4 | 6 | Motion capture and team sports performance | sport performance; decision-making; perceptual-cognitive skills; dual-task training; motion capture; team sports |
| 5 | 5 | Human–computer interaction and mobile learning | human–computer interaction; Kinect; augmented reality; mobile learning; martial arts |
| 6 | 6 | Wearable devices and human movement analysis | wearable; gait analysis; human pose estimation; mixed reality; human movement; sports skill |
| 7 | 6 | Age-appropriate sports training | children; motor skills; older adults; balance; multitasking; dance |
Figure 8.Social network graph of 48 × 48 similarity matrix.