Chinese Journal of Medical Education ›› 2024, Vol. 44 ›› Issue (9): 677-682.DOI: 10.3760/cma.j.cn115259-20231007-00324

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Analysis of research hotspots and trends about serious games in medical educationbased on the Web of Science

Su Xiaoping1, Xu Jingjuan2, Liang Yongchun3, Wu Zhishui4   

  1. 1Department of Critical Care Medicine, Qinghai Provincial People's Hospital, Xining 810000, China;
    2Medical Conduct Supervision Department of the Third Affiliated Hospital of Soochow University, Changzhou 213000, China;
    3School of Nursing, Taihu University of Wuxi, Wuxi 214000,China;
    4Spinal Surgery Department, the Third Affiliated Hospital of Soochow University, Changzhou 213000, China
  • Received:2023-10-07 Online:2024-09-01 Published:2024-09-03
  • Contact: Wu Zhishui, Email: zhishuiwu@czfph.com
  • Supported by:
    Youth Science and Technology Project of Changzhou Municipal Health Commission (QN202216); Changzhou Health and Youth Talent Training Project (CZQM2020057); Jiangsu Province Higher Education Institutions Basic Science Project (23KJD320005)

Abstract: 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.

Key words: Education, medical, Serious games, Application status, Visualization, Hotspots, Trends

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