虚拟现实卒中干预研究热点与趋势:文献计量学分析

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-04-16 DOI:10.2196/65993
Yixin Wei, Yuan Chen, Runting Ma, Yitong Qiu, Wei Su, Li Zhang, Qiang Gao
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引用次数: 0

摘要

背景:虚拟现实(VR)是一项快速发展的技术,在中风患者的治疗和康复方面取得了重大进展。基于vr的脑卒中治疗研究越来越受到关注。目的:通过文献计量学分析虚拟现实在脑卒中研究中的应用现状、研究热点和新兴趋势,为今后的科学研究提供指导。方法:我们从Web of Science Core Collection数据库中检索1999年至2023年关于基于vr的脑卒中治疗和康复主题的研究和综述。使用Citespace 6.3.1和VOSviewer 1.6.20软件对出版物、机构、作者、期刊、引文进行可视化分析,使用Scimago Graphica软件对发表的国家或地区进行地理可视化分析。结果:我们的研究分析了1999年至2023年间发表的1171篇基于vr的卒中康复论文,发现在过去的20年里,每年发表的论文逐渐增加,在2022年达到154篇的峰值。北美和西欧被确定为主要贡献者,其机构、研究人员和出版物提供了重要的投入。《神经工程与康复杂志》(Journal of NeuroEngineering and Rehabilitation)成为该领域的领先期刊,而Calabrò Rocco Salvatore被认为是最多产的作者,专注于VR对中风患者的神经生理影响。“环境”、“试验”、“手臂”和“运动学习”等显著被引用的关键词突出了该领域的核心研究主题。结论:我们的研究为当前基于vr的脑卒中治疗和康复的研究热点和新兴趋势提供了有价值的见解。目前的研究主要集中在评估VR在改善脑卒中患者上肢功能和平衡方面的有效性。未来的方向正在转向将VR与康复技术相结合,如物理治疗和职业治疗,而VR技术的进步继续受到越来越多的关注。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Research Hotspots and Trends of Virtual Reality Intervention for Stroke: Bibliometric Analysis.

Background: Virtual reality (VR) is a rapidly developing technology that has gained significant traction in the treatment and rehabilitation of individuals with stroke. Research on VR-based stroke treatment has garnered increasing attention.

Objective: The aim of this study is to present a bibliometric analysis of VR for stroke studies to identify the application status, research hotspots, and emerging trends and guide future scientific research.

Methods: We included studies and reviews on the topic of VR-based stroke treatment and rehabilitation from 1999 to 2023 were retrieved from Web of Science Core Collection database. Citespace 6.3.1 and VOSviewer 1.6.20 software was used for the visual analysis of publications, institutions, authors, journals, citations, and Scimago Graphica software was used for the geographic visualization of published countries or regions.

Results: Our study analyzed 1171 papers on VR-based stroke rehabilitation published between 1999 and 2023, revealing a gradual increase in annual publications over the past 2 decades, peaking at 154 in 2022. North America and Western Europe were identified as major contributors, with significant input from their institutions, researchers, and publications. The Journal of NeuroEngineering and Rehabilitation emerged as the leading journal in this field, while Calabrò Rocco Salvatore was recognized as the most prolific author, focusing on the neurophysiological impacts of VR on patients with stroke. Keywords with notable citation bursts, such as "environment," "trial," "arm," and "motor learning," highlighted the core research themes in this domain.

Conclusions: Our study provides valuable insights into the current research hotspots and emerging trends in VR-based stroke treatment and rehabilitation. Current research primarily focuses on evaluating the effectiveness of VR in improving upper limb function and balance in patients with stroke. Future directions are shifting towards integrating VR with rehabilitation techniques, such as physiotherapy and occupational therapy, while advancements in VR technology continue to garner increasing attention.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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