Syntax Literate: Jurnal Ilmiah
Indonesia p�ISSN: 2541-0849 e-ISSN: 2548-1398
Vol. 7, No. 11, November
2022
A BIBLIOMETRIC
ANALYSIS OF HEALTH GAMIFICATION RESEARCH USING VOSVIEWER
Stefanus Andika Setyawan, Siswono Akuan Rokanta
BINUS Graduate Program � Master of Management Information
Systems (MMSI), Jakarta, Indonesia
E-mail: [email protected], [email protected]
Abstract
Changes in
people's lifestyles are suspected to be one of the causes of a shift in disease
patterns (known as epidemiological transition) in the last 30 years. In the
1990s, infectious diseases such as Upper Respiratory Tract Infection (ARI),
Tuberculosis (TBC), and Diarrhea were the leading causes of death. To prevent
the worsening of this shift in disease patterns, media that can provide
information is necessary to guide people towards healthier lifestyles.
Gamification is one of the interactive learning concepts that can be
implemented to promote Health education. Gamification can be implemented on
mobile platforms, making it accessible for anyone to get health education in a
fun way, no matter where they are. To obtain information about Health Gamification
studies, we used the Google Scholar database. We used topic areas with titles,
keywords, and abstract criteria in Health Gamification studies as a reference
for extracting search results. We used VOSviewer to
extract search results. After that, the results of bibliometric mapping were
analyzed further. We found a total of 1000 articles in the Google Scholar
database accessed on February 24, 2023. We analyzed how many articles have been
published about Health Gamification and its relationships to topic areas using VOSViewer. This review can provide a reference point for
further research related to promoting Health Education.
Keywords: Gamification,
Healthy lifestyle, Health education, Interactive learning.
Source: (Roma et al., 2009)
Changes in disease patterns occur due to a lack
of public awareness of the importance of protecting themselves from metabolic
and behavioral risks by implementing a healthy
lifestyle (Arena et al., 2015). Furthermore, many people believe that these risks
only apply to non-productive age groups (Grilli et al., 2016). However, research Ng, Oon‐Hui (2021) shows that these risks also occur in productive ages,
specifically in the 25-49 age range. Therefore, it is essential to promote
health education so that people understand how crucial it is to implement a
healthy lifestyle to prevent non-communicable diseases such as stroke, heart
disease, and diabetes.
Gamification is an interactive learning concept
that can be implemented to promote health education. Gamification involves the
incorporation of game design elements and principles into a non-game context (Seaborn & Fels, 2015). Various designs can be applied in gamification, such
as points-based mechanisms, leaderboards, progress
boards, player performances, and avatars, as innovative approaches to foster
learning motivation (Vanduhe et al., 2019).
Currently, there are many implementations of
gamification in education that are specific to promoting health education. One
of the most popular ones in circulation is health applications such as fitness
and nutrient apps (Peschke et al., 2022). According to Sarcona (2017), health applications like fitness and nutrition apps
can influence people's behavior towards food and a
healthier lifestyle. However, the role of family and friends is crucial because
their unhealthy lifestyles can be a barrier to approaching a healthy lifestyle
based on the wrong understanding of health education. Therefore, a different
approach is needed from the popular health applications currently circulating
to deliver health education to a wider audience (Creswell et al., 2011).
The purpose of this study was to investigate
the development of research related to gamification in the health sector in
terms of bibliometric maps and research/publication trends in the Google
Scholar database using VOSViewer software. This study
aims to provide insights into the current state of health gamification research
and identify areas for further research.
The bibliometric map distribution includes the
type of publication, the topic area being studied, the country of origin of the
researcher, the journal in which the publication is published, and the language
used. Through this bibliometric analysis, we hope to contribute to overcoming
the current problems in health gamification research and provide a reference
point for future studies.
Gamification
Changes
in people's lifestyles are one of the causes of a shift in disease patterns
(epidemiological transition) in the last 30 years (Santosa et al., 2014). In the 1990s,
the biggest causes of death were infectious diseases such as Upper Respiratory
Tract Infections (ARI), Tuberculosis (TBC), and Diarrhea (Kouadio et al., 2012). To prevent the
shift in disease patterns from getting worse, the necessary media can provide
health education so that lifestyles will slowly change towards a healthier
direction (Shao et al., 2017).
Gamification
is one of the interactive learning concepts that can be used as a medium to
promote Health education in a fun way and Gamification can be applied in mobile
applications so that anyone can access it. Gamification itself is the insertion
of game design elements and game principles into a non-game context. The
designs that can be applied in gamification vary widely but according to Mora (2017) the most common
forms of gamification designs are as follows:
1.
points (accumulated rewards for certain
actions), badges (visual representation of achievements that can be collected)
2.
leaderboards (a list of all players,
usually ranked by success � based on points or badges awarded)
3.
progress bars (information about the
current progress of the player to reach the goal)
4.
player performance (information about
player performance compared to previous performances)
5.
avatar (visual representation of the
player)
Gamification in education refers to the introduction
of game design elements and game play experiences in the design of the learning
process to support learning in various contexts and subject areas and to
address related attitudes, activities, and behaviors, such as participatory
approaches, collaboration, independent study, task completion, making
assessment easier and more effective, integration of exploratory approaches to
learning, and strengthening creativity and user retention (Prathyusha, 2020).
Most of the current research has proven that the
implementation of the concept of gamification in education can increase
motivation and interest in the learning process of its users. Here are some of
the most popular implementations of Gamification in education today:
1.
Minecraft Education Edition, Nkadimeng (2022) Stating that
Gamification in the form of the Minecraft Education Edition Game can provide 25
benefits in the learning process of its users.
2.
Kahoot (Tan Ai Lin et al., 2018) Stated in his
research that Gamification in the form of the Kahoot Application can create a
fun and interactive learning atmosphere, it can be seen from the enthusiasm of
the participants seen during the quiz, namely 100% enjoyment.
Currently there are many
implementations of Gamification in education that are specific to the promotion
of Health education, one of the most popular in circulation is Health
Applications such as Fitness Apps and Nutrient Apps (Sa�udo-Corrales et al., 2019). (Samoggia & Riedel, 2020) states that Health Applications such as Fitness Apps and
Nutrient Apps can influence people's behavior to approach food and a healthier
lifestyle but the role of family and friends has a big role in this, because of
the behavior of friends and family who have an unhealthy lifestyle. healthy
based on the understanding of health education wrong will be a barrier and
influence users to approach healthy food and lifestyle. Because of this, a
different approach method is needed from the popular Health Applications
currently circulating, so that Health Education can be delivered to a wider audience
Healthy Apps
The rapid advancement of technology has dramatically
changed the lifestyle in developed countries. During the Industrial Revolution,
machine labor replaced human power, enabling the production and transportation
of goods on a greatly increased scale. Recently, changes in the way we obtain,
manipulate, and share information led to the Digital Revolution, which began
before the turn of the century with the proliferation of digital computers and
computer networks.
Although new technologies have the potential to
improve health, technological advances can be said to have some negative
effects on health, in part by reducing opportunities for physical activity at
home and at work, by diverting leisure activities from sports and other physically
active pastimes. for more sedentary activities such as television and
videogames, and with the proliferation of inexpensive, calorie-dense foods.
These and other environmental changes have contributed in part to the
overweight and obesity epidemic, each of which affects about a third of the
U.S., with rates similarly increasing in other developed and developing
countries. The adverse effects of overweight and obesity on disease risk,
psychological well-being, economic productivity, and health care burdens are
well documented (Massie et al., 2022).
Therefore, there is a tremendous need for effective
treatments to prevent excess weight gain and treat overweight and obesity.
Behavioral lifestyle interventions for weight control have been refined and
researched for more than 30 years, and are now quite effective in producing
weight loss and/or preventing weight gain through the development of healthy
eating habits and physical activity resulting in an application that users can
use via mobile devices in promoting a healthy lifestyle, namely Healthy Apps.
Bibliometric Analysis
Bibliometric analysis is a quantitative method for analyzing bibliographic
data in articles/journals. This analysis is usually used to investigate
references to scientific articles cited in a journal, to map the scientific
field of a journal, and to classify scientific articles according to a research
field. This method can be used in the fields of sociology, humanities,
communication, marketing, and other social groups.
In recent years Bibliometrics is popularly used in research that helps
business needs with the help of software such as Gephi,
Leximancer, VosViewer and
scientific databases such as Scopus and Web of Science (Donthu et al., 2021). Bibliometric
analysis is used for various reasons, such as to: uncover emerging trends in
articles or journals and to intellectually explore the structure of certain
domains in the existing literature.
VOSviewer
VOSviewer is software
that can be used to build and visualize bibliometric networks such as journals,
titles, authors, authors, publications and so on. In addition, VOSviewer is also capable of mapping various types of
bibliometric analysis, generating major bibliographic databases, advanced
visualizations with visual labeling (Al Husaeni & Al Husaeni, 2022).
Types of bibliometric mapping that Vosviewer is
capable of :
1.
Co-authorship maps, consisting of:
author, organization, country
2.
Citation maps, consisting of:
publications, journals, organizations, countries
3.
Co-citation maps, consisting of:
publications, journals, authors (first author only)
4.
Bibliographic coupling maps, consisting
of: publications, journals, authors, organizations and countries
5.
Subject / keyword mapping (Co-occurrence
maps), consisting of keywords and terms from the title and abstract
All articles analyzed in this study were taken
from the Google Scholar database. This study was conducted by online search on February
24, 2023, with the keyword "Health Gamification Healthy Behavior"
with the title "Gamification" and the period used is 2015-2022 so
that the data presented still relevant to be used as a reference for further
research.
Sample articles are downloaded in *.ris format through the help of the "Publish or
Perish" application with a total of 1000 samples, then the data is
processed through the "VOSviewer"
application to visualize and analyze trends in the form of bibliometric maps (Katikala & Duffy, 2021). Vosviewer can create
publication maps, country maps or journals based on the network (co citiation) or create keyword maps based on network shares.
Results and Discussion
Visualization topic area using VOSviewer
The minimum number of similar relationships between VOSviewer keywords has been set to 9 term. After being
analyzed using VOSviewer, there are 6 clusters (red,
green, blue, yellow, purple, and light blue), which show the relationship
between one topic and another. VOSviewer can display
bibliometric mappings in three different visualizations; Network Visualization
(Figure 2), Overlay Visualization (Figure 3), and Dentisy
Visualization (Figure 4).
Keywords are labeled with colored circles. The size
of the circle is positively correlated with the appearance of keywords in the
title and abstract. Therefore, the size of letters and circles is determined by
the frequency with which they occur. The more often the word appears, the
larger the size of the letters and circles.
Figure 2
(Network
Visualization)
Figure
2 The bibliometric
map generated through VOSViewer shows clusters in
each of the topic areas studied. It can be observed that the keywords
"healthy behavior", "knowledge", "gamified app",
"reward", "gamification strategy", "platform",
and "challenge" are in the same cluster (red area), indicating a
close relationship between these concepts. Furthermore, "healthy
behavior" is also related to other clusters such as "promotion",
"serious game", "gamification intervention",
"life", "behavioral change", "physical activity",
and "COVID", which suggests that these factors significantly
influence healthy behavior.
Figure 3
(Overlay
Visualization)
Figure 3 The graph depicts the trend in research related to
Gamification in the health sector from early 2015 to the end of the study. It
shows that there has been a shift in research focus on healthy behavior. Prior
to 2019, the research mainly focused on gamification with level and point
models. However, in 2019 and beyond, the research has shifted towards more
serious gamification models that involve physical activity. Moreover, COVID-19
has emerged as one of the significant factors influencing research in this area.
Figure 4
(Dentisy Visualization)
Figure 4, The
visualization shows the depth of research, indicating that the more
concentrated the colors that appear, the more
research has been conducted. However, there are still very few topics related
to healthy food, user behavior, user engagement, and
healthy eating. Figures 2-3 illustrate that several factors must be considered,
such as gamification strategies, gamification techniques, gamified applications,
and promotions that can affect behavior change, in
order to create healthy behavior through
gamification.
Furthermore, there has been a shift in the trend
of the gamification model from relying more on points and levels between 2015
and 2019 to relying more on physical activity in 2019 and beyond. Additionally,
it is important to note that COVID-19 is related to gamification and health
because adopting a healthy lifestyle is one way to stay healthy during the
pandemic. Therefore, now is the perfect time to promote mobile-based
applications that can provide health education to the wider community by
combining gamified elements that include healthy food and a healthy lifestyle
in a fun way.
Visualization top citiation
Table 1
Top 10 Citiation Health Gamification 2021
Cities |
Authors |
Title |
Year |
Publication |
Publishers |
1791 |
S Nicholson (2015) |
A RECIPE for Meaningful Gamification |
2015 |
Gamification in education and business |
Springer |
1051 |
J Koivisto, J Hamari (2019) |
The rise of motivational information systems: A
review of gamification research |
2019 |
International Journal Of Information Management |
Elsevier |
1042 |
D Johnson, S Deterding,
KA Kuhn, A Staneva (2016) |
Gamification for health and wellbeing: A
systematic review of the literature |
2016 |
Internet Interventions |
Elsevier |
703 |
L Sardi, A Idri, JL Fern�ndez-Alem�n (2017) |
A systematic review of gamification in e-Health |
2017 |
Journal of biomedical informatics |
Elsevier |
485 |
J Hamari, J Koivisto (2015) |
�Working out for likes�: An empirical study on
social influence in exercise gamification |
2015 |
Computers in Human Behavior |
Elsevier |
480 |
CF Hofacker, K De Ruyter, NH Lurie (2016) |
Gamification and mobile marketing effectiveness |
2016 |
Journal of Interactive Marketing |
Sage Journal |
405 |
EA Edwards, J Lumsden, C Rivas, L Steed (2016) |
Gamification for health promotion: systematic
review of behaviour change techniques in smartphone apps |
2016 |
BMJ Open |
BMJ |
401 |
J Lumsden, EA Edwards, NS Lawrence (2016) |
Gamification of cognitive assessment and
cognitive training: a systematic review of applications and efficacy |
2016 |
JMIR Serious |
JMIR.org |
348 |
J Looyestyn, J Kernot,
K Boshoff, J Ryan, S Edney (2017) |
Does gamification increase engagement with online
programs? A systematic review |
2017 |
PloS one |
Plos.org |
In addition to bibliometric analysis in
the topic area, the following are the top 10 citations of papers from topics
related to health gamification which contain the name of the author, journal, title
of study, and the publishers used in writing. Specifically for the study
country, the bibliometric analysis is shown in Table 2.
Conclusion
The promotion of health education is currently very necessary,
especially with the Covid-19 outbreak, as our bodies are vulnerable to
dangerous diseases. Gamification is one of the best methods to promote health
education to the wider community by increasing motivation through fun and
entertaining methods.
Based on the results of bibliometric analysis, it has been found that
there is currently a change in the trend of gamification that promotes healthy behavior, shifting from a focus on points and levels to a
focus on physical activity. However, one of the challenges is the lack of
research related to how to increase user engagement in gamification that
promotes healthy behavior.
The bibliometric approach is useful for identifying key themes in each
study or scope of knowledge or research that has been carried out so far, and
it can help determine the novelty in conducting further research.
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Copyright holder: Stefanus�Andika Setyawan, Siswono Akuan Rokanta (2022) |
First publication right: Syntax
Literate: Jurnal Ilmiah Indonesia |
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