摘要
目的通过对文献计量学分析,了解游戏化在健康管理中应用的研究现状及趋势。方法基于Web of Science核心合集,检索1900至2018年发表的相关论著、综述和会议文集,并对检出文献的类型、发表年度、作者和基金进行分析。利用VOS viewer1.6.9进行关键词、国家/地区的可视化分析。结果共检出364篇文献,其中论著177篇(48.63%)。自2013年始,发文量呈快速上升趋势,但高生产能力作者发文量仅占16.48%(60/364),尚未形成该研究方向的核心作者群。美国发文量最多,达89篇。发文量位于前十的基金中,7个均属于英国。我国仅发表10篇文献。本次共纳入55个高频关键词,形成5个研究主题:基于移动设备的青少年体育活动管理;基于网络的老年人行为、心理管理;健身游戏的设计与应用;青少年健康行为的干预与促进;移动医疗在成年人自我管理中的应用。其中,新的高频关键词包括老年人、成年人、心理健康等。结论游戏化在健康管理中的应用处于起步阶段,但发展迅速。欧美国家处于领先地位,而我国相对落后。研究主题趋于多样化,并初步应用于老年人、成年人和心理健康管理。今后,应进一步扩大游戏化在健康管理中的应用范围,并将其与移动医疗有效结合。
Original Article Bibliometrics analysis on the application of gamification in health management Li Yawei,Zhang Jun,Yang Chao,Xia Biying Published 2019-12-20 Cite as Chin J Health Manage,2019,13(6):498-503.DOI:10.3760/cma.j.issn.1674-0815.2019.06.006 Abstract Objective Through the bibliometrics analysis,to understand the research status quo and trend of the application of gamification in health management.Methods Based on the Web of Science Core Collection,We retrieved the article,review and proceedings paper published from 1900 to 2018 and analyzed literature retrieved in term of document types,publication years,authors,and funding agencies.In addition,VOSviewer1.6.9 was used for visualization analysis of keywords and countries/regions.Results A total of 364 pieces of literature were retrieved,of which 177(48.63%)pieces were article.Since 2013,the number of literature has shown an upward trend at a rapid speed.However,only 16.48%of the literature were published by high productivity authors,which means a core group of authors has not yet formed in this research direction.The United States published the most literature,89 pieces.Seven of the top ten funding agencies by volume were belong to the United Kingdom.However,only 10 pieces of literature were published by China.A total of 55 high-frequency keywords were included in this study,forming 5 research topics:physical activities management of adolescent based on mobile devices;internet-based behavior and mental health management for older-adults;design and application of fitness games;intervention and promotion of youth health behavior;the application of mobile health in adult self-management.The new high frequency keywords included older-adults,adults,mental health etc.Conclusion The application of gamification in health management is in its infancy,but it develops rapidly.European and American countries are in a leading position,while China is relatively backward.The research topics tend to be diversified and gamification is initially applied to the older-adults,adults and mental health management.In the future,the application scope of gamification in health management should be further expanded and effectively combined gamification with mHealth.
作者
李亚维
张军
杨超
夏碧莹
Li Yawei;Zhang Jun;Yang Chao;Xia Biying(School of Health Sciences,Wuhan University,Wuhan 430071,China)
出处
《中华健康管理学杂志》
CAS
CSCD
2019年第6期498-503,共6页
Chinese Journal of Health Management
关键词
文献计量学
健康促进
健康管理
游戏化
Bibliometrics
Health promotion
Health management
Gamification