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Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities

Cilt: 9 Sayı: 17 27 Nisan 2021
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Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities

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The aim of this study was to indicate bibliometric results of articles on the use of serious games to assist people with disabilities and to use content analysis to conduct a methodological review of articles over the last seven years. For the bibliometric analysis, a total of 343 articles from the Web of Science database were included. For the content analysis, a total of 52 articles published between 2014 and 2020 were selected. The bibliometric results showed that serious games, disability, and rehabilitation were the most used author keywords. USA was the most cited country followed by European countries, namely England, Netherlands and Spain. Based on the content analysis results, “education” was the most commonly used field in the articles reviewed in this study. Computer games were the most commonly researched game platform. Intellectual disability was the most common kind of disability investigated. The main contribution of this study is to reveal research trends in the use of serious games to assist people with disabilities by utilizing the diversity of applied analyses.

Anahtar Kelimeler

Serious games, disability, research trends, education, content analysis

Kaynakça

  1. Afyouni, I., Rehman, F. U., Qamar, A. M., Ghani, S., Hussain, S. O., Sadiq, B., ... & Basalamah, S. (2017). A therapy-driven gamification framework for hand rehabilitation. User Modeling and User-Adapted Interaction, 27(2), 215–265. https://doi.org/10.1007/s11257-017-9191-4
  2. Amado, I., Brénugat-Herné, L., Orriols, E., Desombre, C., Dos Santos, M., Prost, Z., ... & Piolino, P. (2016). A serious game to improve cognitive functions in schizophrenia: a pilot study. Frontiers in Psychiatry, 7, 64. https://doi.org/10.3389/fpsyt.2016.00064
  3. Arici, F., Yildirim, P., Caliklar, S., & Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers & Education, 142. https://doi.org/10.1016/j.compedu.2019.103647
  4. Bang, C., Nam, Y., Ko, E. J., Lee, W., Kim, B., Choi, Y., & Park, Y. R. (2019) A serious game–derived index for detecting children with heterogeneous developmental disabilities: Randomized controlled trial. JMIR Serious Games, 7(4). https://doi.org/10.2196/14924
  5. Bonnechere, B., Jansen, B., Omelina, L., Degelaen, M., Wermenbol, V., Rooze, M., & Jan, S. V. S. (2014). Can serious games be incorporated with conventional treatment of children with cerebral palsy? A review. Research in Developmental Disabilities, 35(8), 1899–1913. https://doi.org/10.1016/j.ridd.2014.04.016
  6. Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., ... & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178–192. https://doi.org/10.1016/j.compedu.2015.11.003
  7. Calderón, A., & Ruiz, M. (2015). A systematic literature review on serious games evaluation: An application to software project management. Computers & Education, 87, 396–422. https://doi.org/10.1016/j.compedu.2015.07.011
  8. Cano, A. R., Fernández‐Manjón, B., & García‐Tejedor, Á. J. (2018). Using game learning analytics for validating the design of a learning game for adults with intellectual disabilities. British Journal of Educational Technology, 49(4), 659–672. https://doi.org/10.1111/bjet.12632
  9. Cano, A. R., García-Tejedor, Á. J., Alonso-Fernández, C., & Fernández-Manjón, B. (2019). Game analytics evidence-based evaluation of a learning game for intellectual disabled users. IEEE Access, 7, 123820–123829.
  10. Cheng, M. T., Chen, J. H., Chu, S. J., & Chen, S. Y. (2015). The use of serious games in science education: A review of selected empirical research from 2002 to 2013. Journal of Computers in Education, 2(3), 353–375. https://doi.org/10.1007/s40692-015-0039-9

Kaynak Göster

APA
Kara, N. (2021). Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities. Journal of Computer and Education Research, 9(17), 278-299. https://doi.org/10.18009/jcer.858500
AMA
1.Kara N. Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities. JCER. 2021;9(17):278-299. doi:10.18009/jcer.858500
Chicago
Kara, Nuri. 2021. “Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities”. Journal of Computer and Education Research 9 (17): 278-99. https://doi.org/10.18009/jcer.858500.
EndNote
Kara N (01 Nisan 2021) Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities. Journal of Computer and Education Research 9 17 278–299.
IEEE
[1]N. Kara, “Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities”, JCER, c. 9, sy 17, ss. 278–299, Nis. 2021, doi: 10.18009/jcer.858500.
ISNAD
Kara, Nuri. “Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities”. Journal of Computer and Education Research 9/17 (01 Nisan 2021): 278-299. https://doi.org/10.18009/jcer.858500.
JAMA
1.Kara N. Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities. JCER. 2021;9:278–299.
MLA
Kara, Nuri. “Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities”. Journal of Computer and Education Research, c. 9, sy 17, Nisan 2021, ss. 278-99, doi:10.18009/jcer.858500.
Vancouver
1.Nuri Kara. Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities. JCER. 01 Nisan 2021;9(17):278-99. doi:10.18009/jcer.858500