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Mapping Hotspots and Global Research Trends in Exergaming Between 1997-2024: A Comprehensive Bibliometric Analysis (Preprint)
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BACKGROUND
Exergaming, the combination of exercise and gaming, has emerged as an important area in physical activity research. By leveraging advances in video game technology, exergaming supports both physical and mental health. This growing interest in exergaming has increasingly attracted researchers over the years. Considering these developments, we believe that a comprehensive review of studies in this field will provide valuable perspectives for researchers working in this field.
OBJECTIVE
This study aims to identify the most researched concepts and topics in the field of exergaming, track the changes of trending topics over the years; identify the most influential journals as well as the authors who have contributed the most to the field; identify groundbreaking studies and neglected topics that shape future work; and reveal the countries, institutions and collaborations that have contributed the most to the field. It also aims to identify research gaps in the field of exergaming and provide important recommendations for future research.
METHODS
A bibliometric analysis was carried out using the Web of Science database, including sources up to July 2024. The R-based Bibliometrix package and the Biblioshiny web interface were used for data analysis and visualization. These analyses provided insights into research trends, citation metrics and thematic developments.
RESULTS
The results of our analysis reveal a marked increase in exergaming research since 2010, peaking in 2020-2021. High-impact journals such as Games for Health Journal and International Journal of Environmental Research and Public Health are key publishers in this field.
Researchers who have enriched the knowledge base of the exergaming field and made significant contributions include Gao Z, De Bruin ED and Zeng N. The most cited studies were divided into two different clusters. Cluster 1 focuses on concepts such as physical activity, exercise, energy expenditure and children, while Cluster 2 focuses on rehabilitation, balance, adults and aging. Medicine, information technology, dementia and disability are among the new emerging themes. The United States leads the way in terms of research productivity, with institutions such as the Swiss Federal Institute of Technology and the Karolinska Institute as major contributors.
CONCLUSIONS
: Research in the field of exergaming has mainly focused on physical activity, exercise and rehabilitation. With advances in technology and the market introduction of new active video games, one of the key research gaps is to understand how these games can promote physical activity and other health-related outcomes. Also, the social impacts and community-based applications of exergaming remain critical areas of study. Future research should also investigate the cost-effectiveness, economic benefits and investment opportunities of exergaming, including economic issues and financial sustainability.
Title: Mapping Hotspots and Global Research Trends in Exergaming Between 1997-2024: A Comprehensive Bibliometric Analysis (Preprint)
Description:
BACKGROUND
Exergaming, the combination of exercise and gaming, has emerged as an important area in physical activity research.
By leveraging advances in video game technology, exergaming supports both physical and mental health.
This growing interest in exergaming has increasingly attracted researchers over the years.
Considering these developments, we believe that a comprehensive review of studies in this field will provide valuable perspectives for researchers working in this field.
OBJECTIVE
This study aims to identify the most researched concepts and topics in the field of exergaming, track the changes of trending topics over the years; identify the most influential journals as well as the authors who have contributed the most to the field; identify groundbreaking studies and neglected topics that shape future work; and reveal the countries, institutions and collaborations that have contributed the most to the field.
It also aims to identify research gaps in the field of exergaming and provide important recommendations for future research.
METHODS
A bibliometric analysis was carried out using the Web of Science database, including sources up to July 2024.
The R-based Bibliometrix package and the Biblioshiny web interface were used for data analysis and visualization.
These analyses provided insights into research trends, citation metrics and thematic developments.
RESULTS
The results of our analysis reveal a marked increase in exergaming research since 2010, peaking in 2020-2021.
High-impact journals such as Games for Health Journal and International Journal of Environmental Research and Public Health are key publishers in this field.
Researchers who have enriched the knowledge base of the exergaming field and made significant contributions include Gao Z, De Bruin ED and Zeng N.
The most cited studies were divided into two different clusters.
Cluster 1 focuses on concepts such as physical activity, exercise, energy expenditure and children, while Cluster 2 focuses on rehabilitation, balance, adults and aging.
Medicine, information technology, dementia and disability are among the new emerging themes.
The United States leads the way in terms of research productivity, with institutions such as the Swiss Federal Institute of Technology and the Karolinska Institute as major contributors.
CONCLUSIONS
: Research in the field of exergaming has mainly focused on physical activity, exercise and rehabilitation.
With advances in technology and the market introduction of new active video games, one of the key research gaps is to understand how these games can promote physical activity and other health-related outcomes.
Also, the social impacts and community-based applications of exergaming remain critical areas of study.
Future research should also investigate the cost-effectiveness, economic benefits and investment opportunities of exergaming, including economic issues and financial sustainability.
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