Evidence map›Paper›PMID 36877556›Full record

ArticleJMIR serious games2023

Research Status and Emerging Trends in Virtual Reality Rehabilitation: Bibliometric and Knowledge Graph Study.

Ting Fan, Xiaobei Wang, Xiaoxi Song, Gang Zhao, Zhichang Zhang

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Article in JMIR serious games, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.

0numbers the graph read from it
0cells of the map it votes in
9citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

9 citing papers in PubMed.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Ting FanDepartment of Computer, School of Intelligent Medicine, China Medical University, Shenyang, China.ORCID https://orcid.org/0000-0002-4021-149X
Xiaobei WangDepartment of General Practice, The First Hospital of China Medical University, China Medical University, Shenyang, China.ORCID https://orcid.org/0000-0002-4537-5020
Xiaoxi SongLiaoning Education Informatization Construction Center, LiaoNing Institute of Education, Shenyang, China.ORCID https://orcid.org/0000-0003-1922-0073
Gang ZhaoDepartment of Health Promotion, School of Intelligent Medicine, China Medical University, Shenyang, China.ORCID https://orcid.org/0000-0003-4225-0115
Zhichang ZhangDepartment of Computer, School of Intelligent Medicine, China Medical University, Shenyang, China.ORCID https://orcid.org/0000-0002-9497-9293

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundVirtual reality (VR) technology has been widely used in rehabilitation training because of its immersive, interactive, and imaginative features. A comprehensive bibliometric review is required to help researchers focus on future directions based on the new definitions of VR technologies in rehabilitation, which reveal new situations and requirements.

objectiveHerein, we aimed to summarize effective research methods for and potential innovative approaches to VR rehabilitation by evaluating publications from various countries to encourage research on efficient strategies to improve VR rehabilitation.

methodsThe SCIE (Science Citation Index Expanded) database was searched on January 20, 2022, for publications related to the application of VR technology in rehabilitation research. We found 1617 papers, and we created a clustered network, using the 46,116 references cited in the papers. CiteSpace V (Drexel University) and VOSviewer (Leiden University) were used to identify countries, institutions, journals, keywords, cocited references, and research hot spots.

resultsA total of 63 countries and 1921 institutes have contributed publications. The United States of America has taken the leading position in this field; it has the highest number of publications; the highest h-index; and the largest collaborative network, which includes other countries. The reference clusters of SCIE papers were divided into the following nine categories: kinematics, neurorehabilitation, brain injury, exergames, aging, motor rehabilitation, mobility, cerebral palsy, and exercise intensity. The research frontiers were represented by the following keywords: video games (2017-2021), and young adults (2018-2021).

conclusionsOur study comprehensively assesses the current research state of VR rehabilitation and analyzes the current research hot spots and future trends in the field, with the aims of providing resources for more intensive investigation and encouraging more researchers to further develop VR rehabilitation.

Indexed as

adultbibliometriccerebral palsyexerciseinteractivemobilityrehabilitationresearchresourcestechnologytrainingvideo gamesvirtual reality

Identifiers

PMID36877556
PMCPMC10028519

What OpenQuestion holds

Textfull text, public
LicenceCC BY
reference markers read1
measurements read5
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.