Abdullah Kayhan, Elif Kose, Burcu Kayhan, Nan Zeng
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引用次数: 0
Abstract
Background: Exergaming, the combination of exercise and gaming, has emerged as an important area in physical activity (PA) research. By leveraging advances in video game technology, exergaming supports both physical and mental health. This growing interest in exergaming has increasingly attracted researchers over the years. Examining the development of exergaming research with a bibliometric approach is thought to offer valuable perspectives to researchers by revealing the trends and main contributions in the field.
Objective: This study aims to identify the most researched concepts and topics in the field of exergaming; track the changes of trending topics over the years; identify the most influential journals as well as the authors who have contributed the most to the field; identify groundbreaking studies and neglected topics that shape future work; and reveal the countries, institutions, and collaborations that have contributed the most to the field. It also aims to identify research gaps in the field of exergaming and provide important recommendations for future research.
Methods: A bibliometric analysis covering studies between 1997 and 2024 was conducted using the Web of Science database. The R-based Bibliometrix package and the Biblioshiny web interface were used for data analysis and visualization. The analysis included original research papers and reviews. These analyses provided insights into research trends, citation metrics, and thematic developments.
Results: A total of 1626 studies were analyzed, and the results indicated a steep rise in exergaming research since 2015, peaking in the years 2020-2021. Major high-impact journals publishing in this area include Games for Health Journal and International Journal of Environmental Research and Public Health. Researchers who have contributed significantly and enriched the knowledge base of the exergaming field included Gao Zan, Eling de Bruin, and Zeng Nan. The most cited studies were classified into 2 different clusters, namely, cluster 1 that focuses on the concepts of PA, exercise, energy expenditure, and children, while cluster 2 focuses on rehabilitation, balance, adults, and aging. Medicine, information technology, and intention are some of the emerging themes. From a research productivity perspective, there is an undisputed front-runner, the United States, but substantial contributions have definitely come from either the Swiss Federal Institute of Technology or the Karolinska Institute.
Conclusions: Despite significant growth in exergaming research over the last decade, research gaps remain, particularly in understanding how exergaming can be effectively integrated into long-term PA promotion and broader health outcomes. These gaps were identified by the absence or low representation of relevant keywords (eg, "cost-effectiveness," "community-based intervention," and "long-term health outcomes") in thematic mapping and keyword trend analyses and limited citation density in these areas. Future work should explore these issues more systematically to advance the field.
背景:运动游戏(Exergaming)是运动与游戏的结合,已成为体育活动(PA)研究的一个重要领域。通过利用先进的视频游戏技术,游戏有助于身心健康。多年来,这种对游戏日益增长的兴趣吸引了越来越多的研究人员。用文献计量学方法考察游戏研究的发展,通过揭示该领域的趋势和主要贡献,为研究人员提供了有价值的视角。目的:本研究旨在识别游戏领域中研究最多的概念和主题;跟踪多年来热门话题的变化;确定最具影响力的期刊以及对该领域贡献最大的作者;确定影响未来工作的开创性研究和被忽视的主题;并揭示对该领域贡献最大的国家、机构和合作。它还旨在确定游戏领域的研究空白,并为未来的研究提供重要建议。方法:利用Web of Science数据库对1997 ~ 2024年的文献计量学研究进行分析。使用基于r语言的Bibliometrix软件包和Biblioshiny web界面进行数据分析和可视化。分析包括原始研究论文和评论。这些分析提供了对研究趋势、引用指标和专题发展的见解。结果:共分析了1626项研究,结果表明,自2015年以来,游戏研究急剧上升,在2020-2021年达到顶峰。在这一领域出版的主要高影响力期刊包括《健康游戏杂志》和《国际环境研究与公共卫生杂志》。高赞、Eling de Bruin和曾楠等人对游戏领域的知识库做出了重要贡献。被引用最多的研究被分为两个不同的集群,即集群1侧重于PA、运动、能量消耗和儿童的概念,而集群2侧重于康复、平衡、成人和衰老。医学、信息技术和意图是一些新兴的主题。从研究生产力的角度来看,无可争议的领先者是美国,但实质性的贡献肯定来自瑞士联邦理工学院或卡罗林斯卡学院。结论:尽管在过去十年中,体育锻炼的研究有了显著的增长,但研究差距仍然存在,特别是在理解体育锻炼如何有效地整合到长期的PA促进和更广泛的健康结果中。在专题制图和关键词趋势分析中,相关关键词(如“成本效益”、“社区干预”和“长期健康结果”)的缺失或代表性较低,以及这些领域的引用密度有限,从而确定了这些差距。未来的工作应该更系统地探讨这些问题,以推动该领域的发展。