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Health Gamification Research – a bibliometric analysis

机译:健康游戏化研究–文献计量分析

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In the last five years, the researchers embarked on original research in Gamification for health, however the Gamification professionals and health researchers still do not know where the references of the area are. Therefore, this study aims to identify the evolution and characteristics of the original articles of Gamification for health published in the database Scopus. The search was made in the database Scopus with the keywords "(gamif *) AND (health *) OR (medical) OR (physical activity) OR (running) OR (diet) OR (rehabilitation) OR (mental)". The original publications of Gamification in health are focused in the areas of welfare (32%) and management (21%). The US has 24.7% of authors, including the 3 authors who were published more are from the USA (3 publications) and all were women, 58% of the first authors are of the female gender. Another result, the Computer Human Behavior presented 7 publications. Therefore, the original publications of Gamification are centered in countries that already dominates other areas of knowledge but compared to journals it is possible to identify which publishes more articles of Gamification..
机译:在过去的五年中,研究人员着手进行Gamification进行健康方面的原始研究,但是Gamification专业人士和健康研究人员仍然不知道该地区的参考文献在哪里。因此,本研究旨在确定在数据库Scopus中发布的健康游戏化原始文章的演变和特征。搜索在数据库Scopus中进行,关键字为“(gamif *)AND(健康*)OR(医学)OR(体力活动)OR(跑步)OR(饮食)OR(康复)OR(心理)”。健康游戏化的原始出版物集中在福利(32%)和管理(21%)领域。美国有24.7%的作者,其中3名作者的出版物更多来自美国(3种出版物),并且全部是女性,第一作者中有58%是女性。另一个结果是,《计算机人类行为》发表了7种出版物。因此,游戏化的原始出版物所处的国家已经占据了其他知识领域的主导地位,但是与期刊相比,可以确定哪些出版了更多的游戏化文章。

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