FIND CATEGORY FOR ARTICLE

Analyze article and determine cultural category





Id : 2389

Author :
Wang Y.; Wang Z.; Liu G.; Wang Z.; Wang Q.; Yan Y.; Wang J.; Zhu Y.; Gao W.; Kan X.; Zhang Z.; Jia L.; Pang X.

Title


Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis

Reference :


Wang Y.; Wang Z.; Liu G.; Wang Z.; Wang Q.; Yan Y.; Wang J.; Zhu Y.; Gao W.; Kan X.; Zhang Z.; Jia L.; Pang X. Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis,Frontiers in Public Health 10

Link to article https://www.scopus.com/inward/record.uri?eid=2-s2.0-85133101402&doi=10.3389%2ffpubh.2022.896974&partnerID=40&md5=42b0a28d29dbd2be987aba8ca5613087
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. 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. Copyright © 2022 Wang, Wang, Liu, Wang, Wang, Yan, Wang, Zhu, Gao, Kan, Zhang, Jia and Pang.



Results:


                    Category                    

             Certainity            
Heritage 0.0000
Archives 0.0000
Libraries 0.0000
Book and Press 0.0000
Visual Arts 0.0000
Performing Arts 0.0001
Audiovisual and Multimedia 0.9999
Architecture 0.0000
Adverstizing 0.0000
Art crafts 0.0000
General cultural dimension 0.0000
Note: Due to lack of computing power, results have been previously created and saved in database