Water and nitrogen supply are the two primary factors limiting productivity of wheat (Triticum aestivum L.). In our study, two winter wheat varieties, Xinong 979 and large-spike wheat, were evaluated for their physiological responses to different levels of nitrogen and water status during their seedling stage grown in a phytotron. Our results indicated that drought stress greatly reduced the net photosynthetic rate (Pn), transpiration rate (E), and stomatal conductance (Gs), but with a greater increase in instantaneous water use efficiency (WUE). At the meantime, the nitrogen (N) supply improved photosynthetic efficiency under water deficit. Parameters inferred from chlorophyll a measurements, i.e., photochemical quenching coefficient (qP), the maximum photochemical efficiency (Fv/Fm), the quantum yield of photosystemII(ΦPSII), and the apparent photosynthetic electron transport rate (ETR) decreased under water stress at all nitrogen levels and declined in N-deficient plants. The root–shoot ratio (R/S) increased slightly with water stress at a low N level; the smallest root–shoot ratio was found at a high N level and moderate drought stress treatment. These results suggest that an appropriate nitrogen supply may be necessary to enhance drought resistance in wheat by improving photosynthetic efficiency and relieving photoinhibition under drought stress. However, an excessive N supply had no effect on drought resistance, which even showed an adverse effect on plant growth. Comparing the two cultivars, Xinong 979 has a stronger drought resistance compared with large-spike wheat under N deficiency.
BACKGROUND
The application of gamification and serious games in health attracts much scholarly attention in the last decade. However, we still lack a comprehensive understanding of contributions of gamification and serious games to the growth of scientific research in the health domain.
OBJECTIVE
The purpose of this study is to obtain insights into the current state and future directions of gamification and serious games in health by analyzing the related academic literature.
METHODS
This study collected papers related to gamification in health published in the last 10 years from Web of Science Core Collection database. Analyzing tools of CiteSpace and VOSviewer were used to investigate the literature characteristics, including publications growth, related journal and disciplines, author collaboration, as well as impact articles and research trends.
RESULTS
A total of 1611 bibliographic records on gamification in health were included. Publications increased considerably with 45.9% at an annual compound average growth rate. Studies of gamification in health were conducted with multiple disciplines of knowledge from various journals. Some stable authors' collaboration is formed up. Five impactful papers are selected to reflect the research evolution. The research trends of the area are gamification in rehabilitation, medical education, mobile health, physical activity and mental health.
CONCLUSIONS
Research of gamification in health is promising and drives towards meaningful healthcare practice and medical education. This study might provide potential implications for future research of gamification in health.
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