目的 分析“严肃游戏”在医学教育领域的研究热点与趋势。 方法 检索2004年1月1日至2023年9月20日科学引文数据库核心合集,运用CiteSpace软件对该领域文献的分布特征、研究热点和趋势进行分析。结果 共筛选出符合检索条件的文献1 026篇,“严肃游戏”在医学教育领域研究的发文量总体呈上升趋势;排在前5位的关键词为医学教育(161次)、“严肃游戏”(136次)、虚拟现实(86次)、医学生(76次)、表现(75次);关键词聚类前5位是医学教育、人机交互、激励机制、游戏化、虚拟现实;2020年1月1日至2023年9月20日的突现关键词为游戏策略、游戏设计、技术、管理、游戏化、游戏理论。结论 “严肃游戏”在医学教育领域的研究日益受到重视,人机交互、游戏化、虚拟现实为研究热点;游戏理论和游戏策略、游戏设计为该领域的研究趋势,研究热点和研究趋势表现为多样化特征,未来还有待进一步探索。
Objective To analyze the research hotspots and trends of ″Serious Games″ (SG) in the field of medical education. Methods The core collection of the Web of Science (WOS) was searched for literature from January 1, 2004 to September 20, 2023. CiteSpace software was used to analyze the distribution characteristics, research hotspots, and trends in this field. Results A total of 1 026 articles meeting the search criteria were selected. The overall publication volume of research on SG in medical education shows an upward trend. The top 5 high-frequency keywords were medical education (161 times), ″serious games″ (136 times), virtual reality (86 times), medical students (76 times), and performance (75 times). The top 5 keyword clusters were medical education, human-computer interaction, incentive mechanisms, gamification, and virtual reality. Keywords that have emerged from January 1, 2020 to September 20, 2023, include game strategy, game design, technology, management, gamification, and game theory. Conclusions Research on SG in the field of medical education is increasingly valued. Human-computer interaction, gamification, and virtual reality are research hotspots, while game theory, game strategy, and game design are emerging trends. The research hotspots and trends show diverse characteristics, and further exploration is needed in the future.
[1] Carmody JB, Green LM, Kiger PG, et al. Medical student attitudes toward USMLE Step 1 and health systems science - a multi-institutional survey[J]. Teach Learn Med, 2021,33(2):139-153. DOI: 10.1080/10401334.2020.1825962.
[2] Xu M, Luo Y, Zhang Y, et al. Game-based learning in medical education[J]. Front Public Health, 2023,11:1113682. DOI: 10.3389/fpubh.2023.1113682.
[3] de Lesquen H, Paris R, Fournier M, et al. Toward a serious game to help future military doctors face mass casualty incidents[J]. J Spec Oper Med, 2023,23(2):88-93. DOI: 10.55460/IJCP-BLY6.
[4] Pimentel J, López P, Correal C, et al. Educational games created by medical students in a cultural safety training game jam: a qualitative descriptive study[J]. BMC Med Educ, 2022,22(1):805-813. DOI: 10.1186/s12909-022-03875-w.
[5] 王月, 王朝, 汪张毅, 等. 严肃游戏在医学教育领域中的应用进展[J].中华医学教育杂志,2021,41(5):399-402. DOI: 10.3760/cma.j.cn115259-20201106-01548.
[6] Gorbanev I, Agudelo-Londoño S, González RA, et al. A systematic review of serious games in medical education: quality of evidence and pedagogical strategy[J]. Med Educ Online, 2018,23(1):1438718. DOI: 10.1080/10872981.2018.1438718.
[7] 蔡明,杨若愚,韩佩佩,等. 严肃游戏在医学教育中的研究现状和热点—基于WOS知识图谱的可视化分析[J]. 教育现代化,2020,7(87):135-138. DOI: 10.16541/j.cnki.2095-8420.2020.87.033.
[8] 陈悦, 陈超美, 刘则渊, 等. CiteSpace知识图谱的方法论功能[J].科学学研究,2015,33(2):242-253. DOI: 10.3969/j.issn.1003-2053.2015.02.009.
[9] Chon SH, Timmermann F, Dratsch T, et al. Serious games in surgical medical education: a virtual emergency department as a tool for teaching clinical reasoning to medical students [J]. JMIR Serious Games, 2019,7(1):e13028. DOI: 10.2196/13028.
[10] Gentry SV, Gauthier A, L'Estrade Ehrstrom B, et al. Serious gaming and gamification education in health professions: systematic review[J]. J Med Internet Res, 2019,21(3):e12994. DOI: 10.2196/12994.
[11] Johnsen HM, Fossum M, Vivekananda-Schmidt P, et al. Nursing students' perceptions of a video-based serious game's educational value: a pilot study[J]. Nurse Educ Today, 2018,62:62-68. DOI: 10.1016/j.nedt.2017.12.022.
[12] Wiley K, Robinson R, Mandryk RL. The making and evaluation of digital games used for the assessment of attention: sstematic review[J]. JMIR Serious Games, 2021,9(3):e26449. DOI: 10.2196/26449.
[13] Spil T, Romijnders V, Sundaram D, et al. Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model[J]. Int J Inf Manage, 2021,58:102202. DOI: 10.1016/j.ijinfomgt.2020.102202.
[14] 沈明辉, 吴结凤, 琚生根, 等. 基于医学知识图谱的交互式可视化医学知识服务系统[J].医学信息学杂志,2018,39(9):45-49. DOI: 10.3969/j.issn.1673-6036.2018.09.011.
[15] Lang F, Willuth E, Haney CM, et al. Serious gaming and virtual reality in the multimodal training of laparoscopic inguinal hernia repair: a randomized crossover study[J]. Surg Endosc, 2023,37(3):2050-2061. DOI: 10.1007/s00464-022-09733-6.
[16] Szeto MD, Strock D, Anderson J, et al. Gamification and game-based strategies for dermatology education: narrative review[J]. JMIR Dermatol, 2021,4(2):e30325. DOI: 10.2196/30325.
[17] Tycho Joan O, Anne Akke BdW, Jan Cornelis TM. Serious games for improving technical skills in medicine: scoping review[J]. JMIR Serious Games, 2021,9(1):e24093. DOI: 10.2196/24093.