The Dynamics and Frontiers of Video Game Social Research in Communication Studies-A Scientometrics Analysis Based on CiteSpace and VOSviewer

Fan Zhao, Syed Agil Alsagoff, Karmilah Abdullah, Xuanyi Wu
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引用次数: 0

Abstract

In this media-rich era, digital entertainment in the form of video games has a major impact on our social interaction and productivity in a borderless social mode. As a result, in order to comprehend the research progress of video game, CiteSpace and VOSviewer were used for scientometrics and knowledge mapping in this study. It displays the state of development, fundamental structure, and frontier areas of video game social communication. The mapping is based on 448 publications collected through Web of Science core database searches. The findings indicate that (1) video game social research has gained increasing attention over the last 23 years, with a curvilinear growth in annual publications, but a core authorship group has yet to materialize, and the United States institutions dominate the number of publications on this topic. (2) Gaming behaviors, gender studies, media effects, and gaming experiences have emerged as the four main hotspots of research in this field under the keyword co-occurrence and clustering analyses. (3) Research in this area has traditionally concentrated on violent, addictive, and other problematic gaming behaviors. The findings of this study forecast future trends in the study of video game social communication and provide the groundwork for more in-depth research.
传播学中电子游戏社会研究的动态与前沿——基于CiteSpace和VOSviewer的科学计量学分析
在这个媒体丰富的时代,电子游戏形式的数字娱乐对我们的社交互动和无边界社交模式的生产力产生了重大影响。因此,为了了解电子游戏的研究进展,本研究使用CiteSpace和VOSviewer进行科学计量和知识图谱。展示了电子游戏社交传播的发展现状、基本结构和前沿领域。该地图基于Web of Science核心数据库搜索收集的448份出版物。研究结果表明:(1)在过去23年中,电子游戏社会研究获得了越来越多的关注,年度出版物呈曲线增长,但核心作者群体尚未形成,美国机构主导着这一主题的出版物数量。(2)在关键词共现和聚类分析下,游戏行为、性别研究、媒体效应和游戏体验成为该领域的四大研究热点。(3)传统上,这一领域的研究主要集中在暴力、上瘾和其他有问题的游戏行为。该研究结果预测了电子游戏社交传播研究的未来趋势,并为更深入的研究奠定了基础。
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