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The Foundations and Frontiers of Research on the Effect of Video Games on Child Development: A Scientometrics and Knowledge-Mapping Analysis Based on CiteSpace

机译:视频游戏对儿童发展效果研究的基础和前沿:基于CITESACE的科学验证与知识映射分析

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In this media-rich world, video games have become almost ubiquitous in children's lives. Therefore, researchers have shown increased interest in the relationship between video gaming and child development (VGCD). Despite the considerable amount of publications in this area, there have been few attempts to take a macro- and multi-disciplinary approach to synthesizing this literature. To understand the evolution of and trends in VGCD research, we conducted a scientometrics and knowledge-mapping analysis with the aid of CiteSpace. The analysis was based on 3,541 publications retrieved from the Web of Science database. The results showed that: (1) The past 37 years have witnessed dramatic progress in VGCD research, with the number of annual publications and citations following cubic accelerating curves; (2) The United States is at the center of the global research network; (3) Psychology plays a pivotal role among all the disciplines; (4) Reference co-citation analysis yielded 10 large clusters that can be grouped into three categories: video games and psychological development, video games and physical health, and video games and education; (5) Nowadays, the most active research themes in VGCD studies are serious games, autism spectrum disorder, virtual reality, internet gaming disorder, and effect sizes. The results of this study indicate that VGCD has received greater attention across a number of disciplines in recent years. The existing research recognizes that video games are a double-edged sword with respect to child development. At present, experiments, interventions, and educational research that draw on the benefits of video games have become the mainstream of research.
机译:在这个富含媒体的世界中,视频游戏在儿童的生活中变得近似无处不在。因此,研究人员对视频游戏和儿童开发(VGCD)之间的关系提高了兴趣。尽管该地区有相当数量的出版物,但仍有很少的尝试采取宏观和多学科方法来综合这种文献。要了解VGCD研究中的演变和趋势,我们借助CITESPACE进行了科学资料学和知识映射分析。分析基于从科学数据库Web检索的3,541个出版物。结果表明:(1)过去37年目睹了VGCD研究中的戏剧性进展,在立方加速曲线之后的年度出版物和引文的数量; (2)美国位于全球研究网络的中心; (3)心理学在所有学科中发挥着关键作用; (4)参考共同引用分析产生了10种大集群,可以分为三类:视频游戏和心理发展,视频游戏和身体健康,以及视频游戏和教育; (5)如今,VGCD研究中最活跃的研究主题是严重的游戏,自闭症谱系障碍,虚拟现实,互联网游戏障碍和效果大小。本研究的结果表明,近年来,威力威盛的威力受到了许多学科的关注。现有研究承认视频游戏是一个关于儿童发展的双刃剑。目前,借鉴视频游戏的好处的实验,干预和教育研究已成为研究的主流。

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