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Analysis of research hotspots and trends about serious games in medical educationbased on the Web of Science
Su Xiaoping, Xu Jingjuan, Liang Yongchun, Wu Zhishui
2024, 44 (9):
677-682.
DOI: 10.3760/cma.j.cn115259-20231007-00324
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.
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