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Chinese Journal of Health Management ; (6): 498-503, 2019.
Article in Chinese | WPRIM | ID: wpr-805300

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.

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