The School of Graduate, Tianjin University of Traditional Chinese Medicine, Tianjin, China.
Nursing Department, Tianjin Medical University Chu Hisen-I Memorial Hospital, Tianjin, China.
Front Public Health. 2022 Jun 10;10:896974. doi: 10.3389/fpubh.2022.896974. eCollection 2022.
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.
Analyze hotspots and trends of the application of SGs in health care and provide reference and direction for further research in the future.
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.
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 ( = 103 citations) is the most influential author, followed by Kato PM ( = 73 citations) and Desmet A ( = 58 citations). The top three cited journals were "" ( = 268 citations), "" ( = 209 citations), and "" ( = 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."
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.
严肃游戏作为一种可以提高知识水平和改变行为以影响健康结果的干预措施,已越来越多地应用于医疗保健领域。
分析医疗保健领域中严肃游戏应用的热点和趋势,为未来的研究提供参考和方向。
使用 Web of Science(WoS)核心合集数据库,从数据库建立到 2021 年 10 月 11 日,提取医疗保健领域严肃游戏的文献。采用范围综述和文献计量分析方法,深入分析和可视化国家、研究类别、年度研究产出、被引作者、被引期刊、被引文章和医疗保健领域的关键词。
共检索到 1322 篇文章,然后逐一阅读每篇文章的标题和摘要,经过筛选后纳入 795 篇文章,发表量呈指数级增长。美国在全球医疗保健领域严肃游戏的出版物中贡献最大。其中,20.8%的文章属于医疗保健科学服务类别。目标人群主要集中在儿童(18.0%)、青年(13.8%)、老年人(10.9%)、青少年(9.1%)和成年人(3.4%)。最有影响力的作者是 Baranowski T(被引 103 次),其次是 Kato PM(被引 73 次)和 Desmet A(被引 58 次)。被引次数最多的前 3 本期刊是“(被引 268 次)”“(被引 209 次)”和“(被引 197 次)”,被引次数最多的前 3 篇文章是“A meta-analysis of serious digital games for healthy lifestyle promotion”“A Systematic Review of Serious Games in Training Health Care Professionals”和“Video game training enhances cognitive control in older adults”。越来越多的研究关注特定年龄组,如儿童、青少年和老年人。研究热点和趋势包括“康复”“医学教育”和“设计”。
严肃游戏在医疗保健中的应用仍然是未来研究的重要领域。“康复”“医学教育”和“设计”反映了最新的研究热点和未来趋势。