摘要
为了了解锻炼游戏领域的研究热点和发展趋势,运用可视化文献计量分析工具CiteSpace,对2009—2020年Web of Science核心合集数据库中收录的锻炼游戏领域的811篇文献从国家、研究机构、高产作者、高频关键词、文献共被引等方面进行分析,绘制科学知识图谱。研究发现:伴随着经济的增长和技术的突破,锻炼游戏研究在2009—2020年稳步发展,经历了三个阶段:第一阶段主要探究锻炼游戏的意义和影响,第二阶段注重技术融合、游戏设计和用户体验,第三阶段聚焦用户差异研究,完善锻炼游戏体系;研究热点主题包括与运动干预、康复治疗相关的研究,与用户动机相关的研究,以儿童和青少年为中心的研究和以老年人为中心的研究;健康老化、沉浸式体验、社会福利、可穿戴设备、远程医疗等研究方向是该领域未来的发展趋势。
In order to investigate the research hotspots and development trends of exergame,CiteSpace,a visual bibliometric analysis tool,was adopted to analyze 811 exergame related documents included in the core collection database of Web of Science from 2009 to 2020 from aspects of countries,research institutions,high-yield authors,high-frequency keywords,literature citation and so on,and then a map of scientific knowledge was drawn.It is found that with the economic growth and technological breakthrough,exergame research has developed steadily from 2009 to 2020 at three stages.At the first stage,the research is mainly focused on its meaning and influence.At the second stage,technology integration,game design and user experience are more emphasized.The research at the third stage is focused on user differences and the improvement of the exergame system.Research hotspots include sports intervention and rehabilitation,user motivation,as well as children and adolescents centered studies,the elderly-centered studies.Health aging,immersive experience,social welfare,wearable devices and telemedicine are the future development trends in this field.
作者
汪颖
王彤
WANG Ying;WANG Tong(School of Art and Design,Zhejiang Sci-Tech University,Hangzhou 310018,China;Universal Design Institute,Zhejiang Sci-Tech University,Hangzhou 310018,China)
出处
《浙江理工大学学报(社会科学版)》
2022年第1期73-82,共10页
Journal of Zhejiang Sci-Tech University:Social Sciences
基金
教育部人文社科青年基金项目(19YJC760099)。