2020
DOI: 10.5539/ibr.v13n12p27
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Gaming for Healthcare: A Bibliometric Analysis in Business and Management

Abstract: The purpose of this paper is to scrutinize and classify the literature linking gaming for healthcare and management phenomena. An objective bibliometric analysis is conducted, supported by subjective assessments based on studies focused on the linking of gaming for healthcare and management fields. From the analysis and its evaluation, three clusters depicting literature linking gaming for healthcare and management phenomena are showed: management and governance public/private healt… Show more

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Cited by 6 publications
(6 citation statements)
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“…The data seems to suggest that the body of literature is growing in this field as game design and game elements are among the most frequent word bigrams in Table 2. Although studies that use and study different rewards in gamification intervention studies exist [19], [31], bibliometric studies [29] VOLUME 10, 2022 and point systems for health [30] it is interesting to note that even though game design elements represent high co-occurrence in this data set, no specific reward types such as access, facility, sustenance, glory, praise, or sensory feedback (as categorized by [17]) is seen in this data set. Intrinsic motivation is near the top of Table 2, but the bigram extrinsic motivation has not reached a similar occurrence in the data set.…”
Section: Discussionmentioning
confidence: 96%
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“…The data seems to suggest that the body of literature is growing in this field as game design and game elements are among the most frequent word bigrams in Table 2. Although studies that use and study different rewards in gamification intervention studies exist [19], [31], bibliometric studies [29] VOLUME 10, 2022 and point systems for health [30] it is interesting to note that even though game design elements represent high co-occurrence in this data set, no specific reward types such as access, facility, sustenance, glory, praise, or sensory feedback (as categorized by [17]) is seen in this data set. Intrinsic motivation is near the top of Table 2, but the bigram extrinsic motivation has not reached a similar occurrence in the data set.…”
Section: Discussionmentioning
confidence: 96%
“…Bibliometric studies in games and gamification have been done before, such as a healthcare-focused analysis about gaming [29], point systems in games for health [30], and gamification in education focusing on researchers, institutions, and themes [31]. The datasets were obtained by forming a search string through experimentation and combination as presented in [30].…”
Section: Introductionmentioning
confidence: 99%
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“…IC and digital technologies are completely changing the healthcare field (Sousa et. al., 2019;Izzo, Camminatiello, 2020) especially after an incredible change of the scenario due to Covid-19 pandemic emergency (Cobianchi, Pugliese, 2020). Social distancing, together with the difficulty to give cures to an enormous number of patients in fact put on evidence the necessity of telemedicine and digital healthcare.…”
Section: Introductionmentioning
confidence: 99%
“…These views have culminated in the growth of simulation models, including interactive simulation games or (management) flight simulators that are gaining popularity as an interdisciplinary bridge between physicians, students, and other disciplines that attempt to formalize physiological relations through the process of modeling. These allow the user to test the possible effects of a set of treatment options on a virtual patient (Izzo and Camminatiello, 2020; Sokolowski et al ., 2014).…”
Section: Introductionmentioning
confidence: 99%